Jonnalyn Silver

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CG Male Tallfellow Halfling Lore Bard 3

"I'll take that bet, you're gonna regret, 'cause I'm the best that's ever been!"
  • Background: Folk Hero
  • Age: 23
  • Height: 3' 5"
  • Weight: 46 pounds
  • Personality: If someone is in trouble, I'm always ready to lend help.
  • Ideal: Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
  • Bond: I protect those who cannot protect themselves.
  • Flaw: I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure

Ability Scores

  • Strength 8 (-1)
  • Dexterity 16 (+3)
  • Constitution 13 (+1)
  • Intelligence 10 (-)
  • Wisdom 12 (+1)
  • Charisma 16 (+3)

  • AC: 14 (leather armor + Dex)
  • HP: 21
  • Speed: 25'
  • Proficiency: +2

  • Melee Attack: Short sword +5, damage 1d6+3
  • Ranged Attack: Shortbow +5, damage 1d6+3
  • Spell Save DC: 13
  • Cantrips Known: Minor Illusion, Prestidigitation, Vicious Mockery
  • Spells Known: (1st) Dissonant Whispers, Healing Word, Heroism, Tasha’s Hideous Laughter (2nd) Enhance Ability, Phantasmal Force
  • Spell Slots: 4/2

Ringing Music, son of Endless Song, out of Rushing River

Saving Throws

  • Strength -1
  • Dexterity +5
  • Constitution +1
  • Intelligence +0
  • Wisdom +1
  • Charisma +5
  • Advantage vs fear

Languages Known

  • Common
  • Halfling


  • Light armor
  • Simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Artisan’s tools (woodcarver)
  • Musical instruments (drum, dulcimer, viol)
  • Vehicles (land)


  • Animal Handling +3
  • Arcana +2
  • Deception +5
  • Persuasion +5
  • Insight +3
  • Intimidate +7
  • Perception +3
  • Religion +4
  • +1 proficiency on all untrained skills


  • n/a


  • 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.
  • Seeds of Life: All Halflings carry a small bag of seeds, planting them occasionally in particularly barren places to encourage growth and life. At need, a halfling can instead make a poultice of the (ground-up) seeds that can be used on one person's wounds for 2d8 + the halfling's character level of healing. The halfling can replenish their seeds by the end of the next long rest (Note: underground this will mean myconid spoors or tuber trimmings and at sea it will mean algae or floating sea plants)​


  • Defining Event: I stood alone against a terrible monster known as the Ugly Bird.
  • Rustic Hospitality. Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
  • Ritual Casting
  • Bardic Inspiration: Bonus action, 3/day, inspiration die d6. Refreshes on long rest.
  • Jack of All Trades: Add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
  • Expertise: Double proficiency bonus with Intimidate and Religion
  • Song of Rest: 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 spend one or more Hit Dice to regain hit points at the end of the short rest, 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.


  • Short sword
  • Shortbow w/20 arrows
  • Dagger
  • Leather armor
  • Woodcarver’s tools
  • Silver-stringed fiddle (heirloom item)
  • Shovel
  • Iron pot
  • Entertainer’s pack
  • Set of common clothes
  • Belt pouch
  • 9 gp

Moose, riding mastiff

  • AC: 12
  • Hit Points 5 (1d8 + 1)
  • Speed 40 ft.
  • STR 13 (+1)
  • Dex 14 (+2)
  • Con 12 (+1)
  • Int 3 (-4)
  • Wis 12 (+1)
  • Cha 7 (-2)
  • Skills: Perception +3
  • Keen Hearing and Smell: The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.


  • Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

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