Amber Ironfist
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D&D: Ghosts of Saltmarsh | |
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GM | |
Mark | |
Milestone | |
Level 9 | |
Characters | |
Ajasz, lizardfolk scout Arkis "Elric", kobold paladin of Tiamat Chimalli, tortle barbarian Elora, elven bladesinger Ayida Ginen, half-elf undying warlock Sond, halfling barbarian Yeoman Scribus, kenku bard | |
Party Gear | |
The Sea Ghost • The Harridan Saltmarsh Gear | |
Saltmarsh Region | |
The Town of Saltmarsh Saltmarsh Region | |
NPCs | |
Saltmarsh NPCs • Guests | |
Resources | |
House Rules |
Amber Ironfist is a 3rd level dwarf bard.
Description
<Text>
History
<Text>
Characteristics
Personality Trait: “Quote"
Ideal: “Quote"
Bond: “Quote"
Flaw: “Quote"
Character Statistics
Tactical: |
Passive Skills: |
Languages: |
Attributes
Strength | 14 (+2) | Dexterity | 10 (+0) | Constitution | 14 (+2) | ||
Intelligence | 8 (-1) | Wisdom | 14 (+2) | Charisma | 16 (+2) |
Proficiency
Proficiency bonus: +3
Saves
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Weapons & Armor
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Skills
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Tools
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Abilities
Racial
- Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. 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.
- Dwarven Resilience You have advantage on saving throws against poison, and you have resistance against poison damage.
- Stonecunning Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
- Dwarven Toughness: Your hit point maximum increase by an extra +1 per level.
Class
- Ritual Casting (10 Minute Action)
- You can cast any bard spell you know as a ritual if that spell has the ritual tag.
- Bardic Inspiration (Bonus Action, 60ft, Cha/SR)
- Choose 1 individual
- They gain an inspiration die of "d8"
- Must use within 10 minutes
- May use this die on weapon damage or AC.
- Jack of All Trades (Continuous)
- Gain half proficiency (+1) to non-proficient skills.
- Song of Rest (Rest Action)
- You can use soothing music or oration to help revitalize your wounded allies during a short rest.
- Each creature which uses a hit die to restore hit points during the rest, they gain d6 hit points
- Combat Inspiration
- (See Bardic Inspiration Above)
- Expertise (Continuous)
- Double Proficiency Bonus to checks using Insight and History.
- Font of Inspiration
- (See Bardic Inspiration Above)
- Countercharm
- At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
Spell Casting
Cantrips
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1st Level (4/LR)
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2nd Level (3/LR)
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3rd Level (2/LR)
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Background / Feats
- By Popular Demand: You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
- Performer: Expertise on Performance, While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid’s Wisdom (Insight) check. If your check succeeds, you grab the humanoid’s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.
- 8th level
Equipment
Encumbrance: 71-140 lb (Light, -10); 141-210 lb (Heavy, -20); 420 lb (Drag)
Weapons & Armor
- Warhammer: +5 Attack, 1d10+2 Bludgening, Versatile
- Dagger: +5 Attack, 1d4+2 Piercing, Range (20/60)
- Breastplate: AC 14
Gear
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Magical Items
- Magic Item: <description>