Thorn

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Revision as of 21:30, 29 July 2020 by Llayne (talk | contribs) (Spells:)
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Stat Block

STR DEX CON INT WIS CHA
10 14 14 12 8 16
+0 +2 +2 +1 -1 +3
  • Class: Bard 4
  • College of Valor
  • Human
  • Urban Bounty Hunter
  • Alignment: Neutral Good
  • Proficiency bonus: +2
  • Total Hit Points: 25
  • Passive Perception: 9
  • Armor Class: 18

Proficiencies and Skills

  • Acrobatics (Dex) +4
  • Animal Handling (Wis) +0
  • Arcana (Int) +2
  • Athletics (Str) +1
  • Deception (Cha) +5
  • History (Int) +2
  • Insight (Wis) +1
  • Intimidation (Cha) +7
  • Investigation (Int) +3
  • Medicine (Wis) +0
  • Nature (Int) +2
  • Perception (Wis) +0
  • Performance (Cha) +4
  • Persuasion (Cha) +5
  • Religion (Int) +2
  • Sleight of Hand (Dex) +3
  • Stealth (Dex) +7
  • Survival (Wis) +0
  • Saving Throws: Dexterity, Charisma
  • Languages: Common, Elvish, +1
  • Tools: Thieves Tools, Pan Flute, Lute, Drum
  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons

Spells and Features

  • Darkvision: 60ft of you as if it were bright light, and in darkness as if it were dim light.
  • Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Ear to the Ground:
  • Spellcasting:
  • Bardic Inspiration: 3 times per long rest (1d6)
  • Jack of All trades: +1 half of your proficiency bonus (rounded down) to any ability check you make that doesn't already have a proficiency bonus.
  • Song of Rest:
  • Expertise: Intimidation and Stealth
  • Combat Inspiration

Feats

Magic Initiate: Sorcerer: Access to Booming Blade, Lightning Lure, and Shield.

War Caster

  • Advantage on Constitution saving throws that you make to maintain your concentration aon a spell when you take damage
  • You can perform the somatic component of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an attack of opportunity, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Weapons and Armor

  • Rapier
    • +4 to hit
    • 1d8+2 damage
  • Dagger
    • +4 to hit
    • 1d4+2 damage
    • Range 20/60

Spells:

Cantrips Known: 3 Spells Known: 7

  • Friends
  • Minor Illusion
  • Prestidigitation
  • Booming Blade
  • Lightning Lure

1st Level Slots: 4

  • Dissonant Whispers
  • Faerie Fire
  • Healing World
  • Unseen Servant
  • Shield (x1 per long rest)

2nd Level Slots: 3

  • Calm Emotions
  • Enhance Ability
  • Lesser Restoration

Gear (worn)

  • appropriate clothes
  • Mithral Scale Armor (uncommon magic item)
  • rapier
  • dagger
  • shield
  • coin pouch

Equipment (carried)

  • backpack
  • bedroll
  • costumes (2)
  • disguise kit
  • 5 candles
  • 5 days of rations
  • waterskin
  • pan flute
  • leather armor

Money

Gold: 60

Silver: 00