CharacterD&D 5E: Freeport 4

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Zurn: Kobold Bard (3)[edit]

Attributes[edit]

STR: 10/+0 (Save +0)
DEX: 16/+3 (Save +5)
CON: 12/+1 (Save +1)
INT: 14/+2 (Save +2)
WIS: 8 /-1 (Save -1)
CHA: 16/+3 (Save +5)

Skills[edit]

[Proficiency Bonus: +2]
Acrobatics (Expert): +6
Athletics: +2
Arcana: +4
Animal Handling: -1
Deception: +5
History: +2
Insight: -1
Intimidation: +5
Investigation: +2
Medicine: -1
Nature: +2
Religion: +2
Perception: -1
Performance (Expert): +7
Persuasion: +3
Sleight of Hand: +3
Stealth: +3
Survival: -1

Languages[edit]

Common
Draconic

Combat[edit]

AC: 13 | HP: 21 | HD: 1d8 | Initiative: +3
Light Crossbow: Attack +5, Damage 1d8+3 Piercing, Range 80/320
Dagger: Attack +5, Damage 1d4+3 Piercing, Range 20/60

Feats[edit]

Piercer

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.
  • When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

Draconis Kobold Racial Features[edit]

Size: Small
Speed: 30
Darkvision: 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.
Trap Sense: You have advantage on saves made to avoid traps, and resistance to damage done by traps.
Arcane Lore: You are trained in Arcana.
Dragon-blooded: You know one cantrip of your choice from the sorcerer’s list.
Languages: You can speak, read, and write Common and Draconic

Class Features[edit]

Bardic Inspiration: Use a bonus action to grant someone within 60ft 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. Can be used 3 times per long rest.
Jack of All Trades: Add half your proficiency bonus to any ability check you are not already proficient in.
Song of 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.
Note of Potential: Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw.

  • Ability Check: The creature can roll the Bardic Inspiration die again and choose which roll to use.
  • Attack Roll: Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. Each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.
  • Saving Throw: Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw they gain temporary HP equal to the number rolled plus 3.

Performance of Creation: As an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. Once you create an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time.

Spells Slots: 1,1,1,1,2,2
Spell Save DC: 13
Spell Attack Bonus: +5
Cantrips

  • Fire Bolt
  • Mage Hand
  • Vicous Mockery

Spells Known

  • Heroism
  • Feather Fall
  • Hideous Laughter
  • Faerie Fire
  • Sleep
  • Knock

Smuggler Background Features[edit]

Skill Proficiencies

  • Athletics
  • Deception

Tool Proficencies

  • Vehicle(Water)

Down Low: You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM's discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.

Personality Trait

  • I never stop smiling.

Ideal

  • I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents.

Bond

  • I intend to become the leader of the network of smugglers that I belong to.

Flaws

  • Lying is reflexive, and I sometimes engage in it without realizing.

Equipment[edit]

Weapons

  • Light Crossbow
  • Dagger

Armor

  • Leather Armor

Gear
Lute | Backpack | Bedroll | Candles x5 | Rations x5 | Water skin | Disguise Kit

Money

  • 164 Gold

Backstory[edit]