Detailed Dossier [Character Sheet]
Posted On: Nov 14, 2018 21:52:55 GMT 7
Post by Zixus on Nov 14, 2018 21:52:55 GMT 7
Averyn Safyre
{
General Info}
Name : Averyn Safyre
Race : Half Elf, Aquitane
Class : College of Sword Bard 3, Rogue 1, Divine Soul Sorcerer 1
Weight : "... My, don't ask such questions to other ladies, okay?"
Height : "I'm pretty confident about that proportion, if I say so myself"
Age : "I believe I'm not that old to be asked such question.."
{Appearance}
{Casual Garb}
{
Stats}
Ability Mod Score Bonuses Starting Array
STR (-1) 8 8
DEX (+3) 16 +2 14
CON (+0) 10 10
INT (+1) 12 12
WIS (+2) 15 +2 13
CHA (+4) 18 +3 15
Combat Statistics
HP : 32
AC : 16
HD : 3d8 + 1d8 + 1d6
{
Racial Traits and Background}
Racial Traits
Ability Score Increase. CHA +2, DEX +1, WIS +1.
Darkvision.
Fey Ancestry. Advantage on saving throws against charmed, can't be put to sleep by magic.
Skill Versatility (Persuasion & Perception).
Human Lineage (Charming). CHA +1, DEX +1.
Languages. Common, Elven, Draconic.
{Backgrounds}
Cityfolk
Skills: Deception.
Tools: Brewer's Supplies.
Equipments: 20gp, Fine Clothing, Brewer's Supplies.
Ordo Hospitaler
Skills: Medicine.
Equipments: 30gp, Studded Leather, Traveler Clothes, Rapier, Holy Symbol.
Soul Savant. Can reroll a failed CHA-or-WIS-based roll per long rest.
{
ProficienciesBonus +3}
Languages
Common
Elven
Draconic
Equipments and Tools
Armors : Light
Weapons : Simple, Hand Crossbows, Longswords, Rapiers, Shortswords
Tools : Brewer's Supplies, Flute, Lute, Viol, Thieves' Tools
Skills
Deception
Insight
Intimidation
Medicine
Perception
Performance
Persuasion
Stealth
{
Class Features}
{Bard}
{Bardic Inspiration4d6}
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, 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. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
{Jack of All Trades+1}
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
{Song of Restd6}
Beginning at 2nd level, 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 regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
{ExpertisePersuasion, Perception}
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 10th level, you can choose another two skill proficiencies to gain this benefit.
{Bard College: Sword}
{Bonus Proficiencies}
When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.
If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
{Fighting Style: Two Weapon Fighting}
When you engage in two weapon fighting, you can add your ability modifier to the damage of the second attack.
{Rogue}
{ExpertiseDeception, Insight}
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit
{Sneak Attack}
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
{Thieves' Cant}
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
{Sorcerer}
{Sorcerous Origin: Divine Soul}
{Divine MagicNeutrality}
Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell (Neutrality: Protection from Evil and Good) based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
{Favored by the Gods}
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.
{
[/b]SpellsSpell Mod +4}
Save DC 15
{Cantrips}
{Booming Blade}
You make a single melee weapon attack against a creature you can see within the spell's range. If the attack hits, the target is surrounded by magical energy plus the normal effects of the weapon's damage, and it can't willingly move or it takes 1d8 thunder damage. The spell ends after dealing damage or at the start of your next turn, whichever is sooner.
At 5th level, the melee attack deals an extra 1d8 thunder damage, and the moving damage becomes 2d8. Both damage dice increase by one again at levels 11 and 17
{Create Bonfire}
Using your action, you conjure a magic bonfire that fills a 5-foot cube. Any creature in the fire's space must pass a Dexterity save or take 1d8 fire damage. A creature must also make the save when it moves into the bonfire's space or ends its turn there. The bonfire ignites flammable objects in its area that aren't being worn or carried.
The spell's damage die increases by one at levels 5, 11, and 17.
{Light}
You use your action to touch an object no longer than 10 feet in any dimension, causing it to shine bright light of a color you choose in a 20-foot radius and dim light for an additional 20 feet. If the object is completely covered, the light is blocked. The spell ends if you cast it again or dismiss the light as an action.
If your target is an object held or worn by a hostile creature, the creature must pass a Dexterity save to avoid being lit by the spell.
{Mending}
You take a minute to cast this spell, and it fixes a break or tear in an object you touch while leaving no traces of the damage. The damage can't be longer than 1 foot in any dimension. The spell can fix constructs and magic items, but can't restore magical properties.
{Prestidigitation}
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- You instantaneously light or snuff out a candle, a torch, or a small campfire.
- You instantaneously clean or soil an object no larger than 1 cubic foot.
- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
{Vicious Mockery}
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
{1st-Level}
{Cure Wounds}
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
{Faerie Fire}
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
{Expeditious Retreat}
When you cast this spell, and as a bonus action on your turns, you can take the Dash action.
{Healing Word}
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
{Shield}
Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack. You also take no damage from Magic Missile.
{Sleep}
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
{2nd-Level}
{Calm Emotions}
Each humanoid in a 20-foot-radius sphere must make a Charisma saving throw. A creature can choose to fail this save. If a creature fails its saving throw, choose one of the following effects:
- You can suppress any effect causing them to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired.
- You can make them indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target takes damage or if it witnesses any of its friends being harmed.
When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
{Enhance Ability}
A creature you touch gains one of the following effects until the spell ends.
- Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
- Bull's Strength: The target has advantage on Strength checks, and its carrying capacity doubles.
- Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
- Eagle's Splendor: The target has advantage on Charisma checks.
- Fox's Cunning: The target has advantage on Intelligence checks.
- Owl's Wisdom: The target has advantage on Wisdom checks.
You can target one additional creature for each slot level above 2nd.
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