Eglantine Belwyse

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History[edit]

Eggy.png
Name: Eglantine "Eggy" Belwyse
Faram Havlin, (Sage) Lore Bard 5
Personality: There's nothing I like more than a good mystery.
Ideals: The goal of a life of study is the betterment of oneself.
Bonds: My life's work is a series of tomes related to a specific field of lore.
Flaws: Most people scream and run when they see a dark fey. I stop and take notes on its anatomy.
Alignment: Chaotic Good
Player: NightGoblyn

Still need to write up her background.


Attributes and Proficiencies[edit]

Strength 8 Save -1 Athletics +0
Dexterity 16 Save +6 Initiative +4 Acrobatics +4 Slight of Hand +4 Stealth +9
Constitution 14 Save +2 Hit Points 38 Hit Dice 5d8
Intelligence 12 Save +1 Arcana +4 History +4 Investigation +7 Nature +4 Religion +2
Wisdom 10 Save +0 Animal Handling +1 Insight +3 Medicine +1 Perception +3 Survival +1
Charisma 18 Save +7 Deception +7 Intimidation +5 Performance +5 Persuasion +7
Tools calligrapher, cartographer, drum, pan flute
Weapons simple weapons, hand crossbows, longswords, rapiers, shortswords
Armor light
Languages Acalan, Havlin, Senat

Abilities & Feats[edit]

Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.


Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.


Brave: You have advantage on saving throws against being frightened.


Nimble: You can move through the space of any creature that is of a size larger than yours.


Naturally Stealthy: You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.


Fey Touched: Charisma +1; You learn Misty Step ☐ and Bless ☐. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.


Shadow Touched: Charisma +1; You learn Invisibility ☐ and Inflict Wounds ☐. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.


Spellcasting 1st ☐☐☐☐ 2nd ☐☐☐ 3rd ☐☐

Save DC 16, Spell Attack +8

can use a musical instrument as a focus for bard spells

can cast any bard spell you know as a ritual if that spell has the ritual tag

Cantrips Known: Light, Mage Hand, Vicious Mockery

Spells Known:

(1st) Comprehend Languages, Detect Magic, Dissonant Whispers, Healing Word, Unseen Servant

(2nd) Aid, Enhance Ability

(3rd) Leomund’s Tiny Hut


Bardic Inspiration: d8 ☐☐☐☐ 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. You regain any expended uses when you finish a short or long rest. 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. If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.


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.


Cutting Words: When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.


Equipment[edit]

studded leather (AC 12 + Dex)

Rhythm Maker’s Drum +1 (Attuned): While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.

short bow (+6, d6P, range 80/320)

quiver, (20) arrows

Illuminator’s Tattoo (Attuned): While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink. As an action, you can touch a piece of writing up to one page in length and speak a creature's name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can't be used again until the next dawn.

Talking Doll (Attuned): While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak.

Explorer/Scholar Pack" backpack, bedroll, mess kit, tinderbox, (10) day’s rations, waterskin, 50’ silk rope book of lore, (10) sheets loose parchment, small bag of sand, small knife, magnifying glass

Tools: calligrapher supplies, cartographer tools

Traveler’s Clothes

Pan Flute

27gp

Ol’ Pete (mule)




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