Beldon's Character Sheet
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Road Halfling Bard
Ability Scores
- Str: 10
- Dex: 16 (14 base, +2 halfling)
- Con: 14
- Int: 8
- Wis: 10
- Cha: 16 (15 base, +1 road halfling)
Secondary Stats
- HP: 31 (10 + 7 + 7 + 7)
- AC: 15 (12 studded leather, +3 dexterity)
- Size: Small
- Speed: 25
- Proficiency Bonus: +2
- Save Proficiencies: Cha, Dex
- Skill Proficiencies: Acrobatics (expert), Athletics, Animal Handling (expert), Deception, Intimidation, Perception, Stealth, Survival
- Tool Proficiencies: Pan flute, Drinking songs, Cheering songs, Carpenter's tools, Vehicles (land)
- Learning Proficiencies: Fairy Tales (10/250), Brewing (9/250)
- Languages: Ubrekti, Fresian
- Spells Known: 5
- Cantrips: friends, vicious mockery
- 1st Level: animal friendship, healing word, longstrider, sleep
- 2nd Level: enhance ability, lesser restoration, magic mouth
Abilities
- Lucky (halfling trait): When rolling a 1 on attack roll, ability check, or saving throw, the halfling can choose to reroll before results are revealed.
- Bardic Inspiration: 3/long rest, add 1d6 buff to ally
- Brave: Advantage on all saving throws against being frightened
- Nimbleness: Can move through the space of any creature that is only a single size larger
- Rustic Hospitality: find a place to hide, rest, or recuperate among commoners
- Jack of all Trades: +1 to all untrained ability checks
- Song of Rest: 1d6 per short rest
- Cutting Words: use bardic inspiration to subtract 1d6 from enemy d20 roll
- Sari's Mark of Fortune: Whenever you make an attack roll, ability check, or saving throw, you may roll an additional d20. You can use this ability after the original roll, but before the outcome is revealed. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also use this ability when an attack roll is made against you. Roll a d20, and choose whether the attacker's roll uses their d20 roll or yours. If multiple creatures use this ability, or its equivalent from the Lucky feat, they cancel out, resulting in no additional dice. Once you have used this ability, you must complete a long rest before using it again.
- Sidekick Mount: give one beast sidekick levels. When advancing a new beast, each level requires 1 week and a successful handle animal check at CR 8 + sidekick level. Sidekick levels determined by player levels with the following parameters:
- Dog/Wolf: 5/8/12/16/20 [Max=5]
- Non-Dog Mammal: 5/10/15/20 [Max=4]
- Weird Non Mammal/CR1: 5/11/17 [Max=3]
- CR>1: 10/20 [Max=2]
Personality
- Traits
- I want to go fast
- I love the open road
- Ideals
- I always have to be working, or at least trying to earn a coin
- Bonds
Equipment
- rapier (25gp), goblin shortbow (0gp), sling(5gp), studded leather (45gp), carpenter's tools (8gp), pan flute (12gp), dogmoot lance (24gp), whip (2gp)
Halfling Breed Dog: Pepper
- Armor Class: 14 (12 + 2 hide)
- Hit Points: 6
- Speed: 40 ft.
- Attributes: Str 14 (+2), Dex 14 (+2), Con 12 (+1), Int 3 (-4), Wis 12 (+1), Cha 7 (-2)
- Skills: Perception +3
- Senses: passive perception +3
- Keen Hearing and Smell: advantage on perception checks involving scent or sound
Advancement
Road Halfling
- Size: Small
- Speed: 25
- Lucky (halfling trait): When rolling a 1 on attack roll, ability check, or saving throw, the halfling can choose to reroll before results are revealed.
- Brave: Advantage on all saving throws against being frightened
- Nimbleness: Can move through the space of any creature that is only a single size larger
- Languages: Ubrekti, Fresian, Thieves' Cant
- Ability Score Increases: Dex + 2, Cha + 1
- Naturally Stealthy: Can attempt to hide even when only obscured by a creature at least one size larger
Background: Folk Hero
- Proficiencies: animal handling, survival, carpenter's tools
- Defining Event: stole from a corrupt merchant to help the poor
- Rustic Hospitality: find a place to hide, rest, or recuperate among commoners
Bard
- Base
- Hit Die: 1d8
- Proficiencies: light armor, longsword, shortsword, hand crossbow, rapier, simple weapons, cha and dex saves, acrobatics, deception, stealth
- Level 1 - Bard 1
- HP: 10 (8 + 2 con)
- Bardic Inspiration: 3/long rest, add 1d6 buff to ally
- Cantrips: friends, vicious mockery
- 1st Level: animal friendship, dissonant whispers, healing word, heroism
- Level 2 - Bard 2
- HP: 7 (5 + 2 con)
- Jack of all Trades: +1 to all untrained ability checks
- Song of Rest: 1d6 per short rest
- 1st Level: faerie fire
- Level 3 - Bard 3
- HP: 7 (5 + 2 con)
- College of Lore
- Cutting Words: use bardic inspiration to subtract 1d6 from enemy d20 roll
- Bonus Proficiencies: athletics, intimidation, perception
- Expertise: animal handling, acrobatics
- 1st Level:
- 2nd Level:
- Level 4 - Bard 4
- HP: 7 (5 + 2 con)
- Feat: mounted combat
- Cantrips: friends
- 1st Level:
- 2nd Level:
Future Advancement
- Level 5 - Fighter 1
- fighting style: defense
- second wind
- proficiency: shield, martial weapons (lance, light crossbow, whip, scimitar/shortsword)
- AC +3 (18)
- HP +8 (32)
- Level 6 - Bard 5
- Font of Inspiration: bardic inspiration 3/short rest
- Level 7 - Bard 6
- Countercharm
- Magical Secrets: counterspell, find steed
- Level 8 - Bard 7
- Level 9 - Bard 8
- Ability Score Improvement: cha or dex +2
- Jack of All Trades: +2 to untrained ability checks