Solaria
D&D: Song of Fates | |
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GM | |
Mark | |
Milestones | |
Level 10 | |
Characters | |
Meeko Tel (Brendon) Mercutio Escalus (Adam) Moonglimmer (Erik) Prasiolit (Ben) Solaria (Lisa) Takahashi Daichi (Tim) Threnody (Mark) |
VERY VERY IN PROGRESS
Solaria 8th level Bard (Entertainer Gladiator)
Description
IN PROGRESS
History
IN PROGRESS
Character Statistics
Basic Statistics
Passive Skills:
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Speed: 30 feet |
Attributes
Strength | 10 (+0) | Dexterity | 18 (+4) | Constitution | 12 (+1) | ||
Intelligence | 10 (+0) | Wisdom | 10 (+0) | Charisma | 19 (+4) |
Proficiency
Proficiency bonus: +3
Proficient Saves
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Proficient Weapons & Armor
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Proficient Skills
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Tool and Music
Half Elf
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Entertainer-Gladiator
Entertainer Routines
- Instrumentalist
- Duelist
- Dancer
Feature: Back By Popular Demand
Can always find a place to perform, with free lodging and food of a modest or comfortable standard, in exchange for performing each night. You become something of a local figure. When strangers recognize you in a town you have performed, they usually take a liking to you. As a gladiator, the performance venue may also be an arena or Fight Club.
Personality Trait:
Well Versed
I know a story relevant to almost every situation.
Ideals:
Beauty (Good)
When I perform, I make the world better than it was.
Bonds:
Loyalty Forged in Hardship
I would do anything for the surviving members of the arena troupe.
Flaws
Erratic Traveler
Despite my best efforts, I am often unreliable to my friends
Languages:
I speak the Common language, and the Infernal and Abyssal spoken by my childhood friends.
Bard Features
Bardic Inspiration
Use a bonus action to target one creature other than yourself within 60 ft to gain one d6 inspiration die to use on an attack, save, or ability check within 10 minutes. Can use after rolling but before knowing success/failure.
Jack of All Trades:
At 2nd level, add 1/2 proficiency bonus, rounded down, to ability checks that do not already include your proficiency bonus.
Song of Rest (d6):
At 2nd level, use soothing songs or oration during short rest to recover allies. If you or any friendly creatures who can hear your performance regain hit points at the end of a short rest by spending one or more hit dice, each regains an additional 1d6 HP. (Die type further increases at 9th, 13th, and 17th level.
Font of Inspiration :
Starting at 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest
Bard College:
College of Swords: at 3rd level, you gain proficiency with medium armor and the scimitar**(rapier duelist). If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
Dueling. When you wield a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Blade Flourish:
At 3rd level, you learn to conduct impressive displays of martial prowess and speed.
Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
Extra Attack:
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Expertise:
Choose two skill proficiencies and double the proficiency bonus.
Countercharm:
At 6th level, use notes or words of power to disrupt mind-influencing effects. As an action, start a performance that lasts until the end of your next turn. You and friendly creatures within 30 ft have advantage on saving throws
Magical Inspiration :
OPTIONAL??what is this?
Stat Increase/Bardic Versatility Ability score increase - 8th
Feats
- Prodigy
- List descript
Spells
Spellcasting at 8th level:
Cantrips - 3 of choice from the bard list
Spells - 11 known, Slots:(4/3/3/2)
Spell save DC = 8 + proficiency bonus + Cha modifier
Spell attack modifier = proficiency bonus + Cha modifier
Name (v)
Description
Details
Three Cantrips:
- Vicious Mockery
- Prestidigitation
- True Strike
1st
- Cure Wounds
- Thunderwave
- Tasha's Hideous Laughter
- Speak With Animals
2nd
- Cloud of Daggers
- Hold Person
- Invisibility
3rd
- Dispel Magic
- Hypnotic Pattern
4th
- Dimension Door
- Freedom of Movement
Equipment
Encumbrance: 50lb (Light, -10); 100lb (Heavy, -20); 150lb (Maximum)
Carried: XX lb on person, XX lb Pack.)
Weapons
Moonblade - entrusted
Rapier
Melee; Finesse; 2lb
- Can use as a Spell Focus
- Attack = 7 (Prof 3+ dex 4)(two attacks from extra attack)
- Damage = 1d8+ 4(dex)+ 2(one-handed; from duelist)
Dagger
Dmage:1d4 piercing; Melee; Finesse, light, thrown(20/60);1 lb
Instrument of the Bards (Doss Lute)
- Wondrous Item, uncommon (requires attunement by a Bard)
- An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
- You can use an action to play the instrument and cast one of its spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (fire only), Protection from Poison. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
- You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing a disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Armor
Leather Armor:
Tough but flexible armor made from soft leather with metal reinforcement.
AC: 11(+4 dex); Light; 10lb
Ward of the Martyr - Wondrous Item, uncommon:
This periapt of health takes the form of a pair of silver-bound hands on a rope made of the hair of penitents. A priest of Ilmater may use it as a holy symbol.
You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the Effects of the disease are suppressed you while you wear the pendant.
Gear
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