Skip to content

Latest commit

 

History

History
107 lines (81 loc) · 4.65 KB

File metadata and controls

107 lines (81 loc) · 4.65 KB

Character

Character Details
Name Shynt'axle (Shy)
Race Half-Elf (Drow)
Background Acolyte (Eilistraee)
Class Bard (Sword)
Saving Throws Dexterity, Charisma
Alignment Chaotic Good
Languages (Racial) Common, Elvish, Undercommon
Languages (Acolyte) Sylvan, Deep Speech
Tool Proficiencies Three musical instruments
Armor Light armor
Weapons Simple weapons, hand crossbows, longswords, rapiers, shortswords

Atributes

Attribute Base Racial Elven Accuracy Total
Strength 8 8
Dexerity 15 1 16
Constitution 13 1 14
Intelligence 10 10
Wisdom 10 10
Charisma 15 2 1 18

Traits

Trait Source Description
Darkvision Racial You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fey Ancestry Racial You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Elven Accuracy Feat Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Song of Rest

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Skills

Gain Insight and Religion from Acolyte. Gain 2 from Half-Elf. Gain 3 from Bard.

Jack of All Trades: Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Expertise: At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.

Athletics Attribute Proficiency Expertise
Athletics STR
Acrobatics DEX
Sleight of Hand DEX
Stealth DEX
Arcana INT
History INT
Investigation INT
Nature INT
Religion INT
Animal WIS
Insight WIS
Medicine WIS
Perception WIS
Survival WIS
Deception CHA
Intimidation CHA
Performance CHA
Persuasion CHA

Equipment

Source Description
Acolyte A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15gp
Bard A rapier, an entertainer's pack, a lute, Leather armor and a dagger

Spell Progression

Level Known Cantrips Known Spells 1st 2nd 3rd 4th 5th
1 2 4 2
2 2 5 3
3 2 6 4 2
4 3 7 4 3
5 3 8 4 3 2
6 3 9 4 3 3
7 3 10 4 3 3 1
8 3 11 4 3 3 2
9 3 12 4 3 3 3 1
10 4 14 4 3 3 3 2