New WPM Wender The Wondrous
Jump to navigation
Jump to search
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
- Navigator’s Tools
- Equipment:
- Tool Proficiency: Navigator’s Tools
- Feat: Lucky
- 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