Baermar Uraz

Dungeons & Dragons · Tabletop · Human, bard, survivor

Pre-Entity's Realm

Tier
10-A, up to 9-C
Attack Potency
Athlete Level, up to Street Level
Speed
Athletic Human
Durability
Athlete Level

Within the Entity's Realm

Tier
9-C
Attack Potency
Street Level
Speed
Athletic Human
Durability
Street Level, up to Wall Level

Powers and abilities

  • Enhanced Senses (Sensed bandits on the road ahead and later felt dark magic in the Rotted Tower)
  • Weapon Mastery (Carried a sword)
  • Magic (As a bard, Baermar can cast spells)
  • Illusion Creation (Via Mirrored Illusion; Allows Baermar to leave behind an illusion of himself)
  • Empowerment (Via Bardic Inspiration; Allows Baermar to empower allies)
  • Clairvoyance (Via Still Sight; Allows Baermar to see the auras of foes and other things of interest)
  • Sleep Manipulation (Used a sleeping spell against a gang of bandits)
  • Limited Dimensional Travel (Briefly had access to a spell scroll that could send himself and Aestri into the Entity's realm)
  • Peak Human Physical Characteristics
  • possibly Superhuman Durability
  • Stealth Mastery
  • Extrasensory Perception (Can see auras of hooked Survivors)
  • Immortality (Types 8 and 4; Will be resurrected by The Entity as long as he has hope)
  • All previous abilities to a greater extent
  • plus Supernatural Luck (Via Ace In The Hole and Lucky Break)
  • Healing and Self-Healing (Via Adrenaline, Botany Knowledge, and Circle Of Healing)
  • Enhanced Senses (Via Alert)
  • Power Bestowal (Via Kindred and Better Than New)
  • minor Explosion Manipulation (Via Blastmine and Firecrackers)
  • Sound Manipulation (Via Circle of Healing and other Boons)
  • Power Nullification (Via Exponential, Sole Survivor, Distortion, and Dance With Me)
  • Statistics Amplification (Via Breakout, We'll Make It, and Sprint Burst)
  • Animal Manipulation (Via Calm Spirit)
  • Clairvoyance (Via many perks, including Clairvoyance. Can hear the dead Via Parental Guidance)
  • Social Influencing (Via Deception)
  • Illusion Creation (Via Deception and Mirror Image)
  • Telepathy (Via Empathic Connection)
  • Light Manipulation (Via flashlights and Flashbang)
  • Power Mimicry (Via Inner Focus)
  • Body Control (Via Low Profile, can suppress bleeding)
  • Perception Manipulation (Via Residual Manifest)
  • minor Precognition (Via Premonition and Spine Chill)
  • Rage Power (Via This Is Not Happening)
  • Energy Manipulation (Via Potential Energy)
  • Creation (Via Dramaturgy, can create items from thin air)
  • Teleportation (With the Hand of Vecna; Allows a Survivor to see the aura of the nearest locker. Exiting that locker will allow them to teleport to another locker elsewhere)
  • Invisibility (With the Eye of Vecna, allows Survivors to remain invisible for a short time after exiting a locker)
  • Fire Manipulation (With flame turrets)

Weaknesses

Impulsive. Standard human weaknesses | Will be cast into the Void by The Entity upon losing hope. Being resurrected by The Entity is inconsistent, and the time it takes seems to vary. No Mither will automatically damage him and prevent him from healing. Weaving Spiders will also harm him and prevent him from healing.

Ranked #140 of 704 in Dungeons & Dragons by strength.

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