New WPM Wender The Wondrous

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Wender the Wondrous[edit]

Species: Human
Creature Type: Humanoid
Size: Medium (6’, 150#)
Speed: 30’
Resourceful: You gain Heroic Inspiration whenever you finish a Long Rest
Skillful: You gain proficiency in one skill of your choice
Versatile: You gain an Origin feat of your choice (see chapter 5). Skilled is recommended.
Gender: Male
Class: Bard
Level: 6
XP: 14,000
Subclass: College of Lore

Attributes[edit]

  • S: 8 -1
  • D: 14 +2
  • C: 12 +1
  • I: 14 +2
  • W: 10 0
  • Ch: 18 +4
AL: Neutral Good
Languages: Common, Dwarvish, Elvish, Sylvan
Speed: 30’
Hit Points: 39
AC: 12
Melee: +2
Ranged: +5
Hit Dice: 6
Bardic Die: d8
Saving Throw Proficiencies: Dexterity, Charisma
Proficiency Bonus: +3
Carrying Capacity: 120#
Drag/Lift/Push Capacity: 240#

Feats[edit]

  • Skilled

Proficiencies[edit]

  • Animal Handling* +8
  • Performance* +10
  • Persuasion* +10
  • Arcana +5
  • Sleight of Hand +5
  • Acrobatics +5
  • Deception +7

Bard Abilities[edit]

  • Cantrips: Dancing Lights, Vicious Mockery
  • Spell Slots for Prepared Spells (10):
    • 0: 3
    • 1: 4
    • 2: 3
    • 2: 3
  • Expertise: in two Proficiencies: Performance, Persuasion
  • Jack of All Trades: Add half Proficiency Bonus, rounding down, to any ability check you make that uses a skill proficiency you lack, and which doesn’t otherwise use your Proficiency Bonus.
  • Bard Subclass: College of Lore
    • Bonus Proficiencies (3)
    • Cutting Words
    • Magical Discoveries
  • Bardic Inspiration: A number of times per “day” per Charisma bonus, inspire another creature within 60’ who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can only have one Bardic Inspiration at a time. Once within the next hour when the creature fails a a d20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20. The die is expended when it’s rolled.
  • Font of Inspiration: Regain all expended uses of Bardic Inspiration after a short or long rest. Can expend a spell slot to regain one expended use.

Spells[edit]

  • 0
    • Vicious Mockery
    • Mending
    • Mage Hand
  • 1
    • Comprehend Language
    • Dissonant Whispers
    • Unseen Servant
    • Heroism
  • 2:
    • Invisibility
    • Knock
    • Suggestion
  • 3
    • Dispel Magic
    • Glyph of Warding
    • Leomund’s Tiny Hut

Background[edit]

  • Merchant
    • Feat: Lucky
      • Luck Points: 3
    • Skill Proficiencies: Animal Handling, Persuasion
        • Tool Proficiency: Navigator’s Tools
          • Equipment:
            • Navigator’s Tools
              • 2 Pouches
              • Traveler’s Clothes
              • 22GP
Add’l equipment at 6th level:
500GP
1d10x25 GP = 125GP
Trinket: A small cloth doll skewered with needles

Equipment[edit]

Traveler's Clothes n/a n/a
Leather Armor 10# -
Spear 3# 1GP
Dagger x2 2# -
Shortbow 2lb 5GP
Quiver 1lb 1GP
Arrows, 20 1lb 1GP
Backpack 5lb 2GP
Bedroll 7lb 1GP
Blanket 3lb 0.5GP
Candles, 6 6CP
Navigator's Tools (Wis) 2lb -
Oil, 3 flasks 3lb 3sp
Ink - 10GP
Lamp 1# 5GP
Case, Map 1# 1GP
Case, Scroll 1# 1GP
Waterskin, full 5# 2sp
Ink Pen x3 - 6CP
Once-Fine Lute 2# -
Weight: 49#
Cost: 29GP, 1SP, 2CP