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: 52 (10 + 7 + 7 + 7 + 7 + 7 + 7)
- AC: 15 (12 studded leather, +3 dexterity)
- Size: small
- Speed: 25
- Proficiency bonus: +3
- Save proficiencies: cha, dex
- Armor proficiencies: light, medium, shield
- Weapon proficiencies: martial
- Skill proficiencies: acrobatics (expert), athletics, animal Handling (expert), deception, intimidation, perception, stealth, survival
- Tool proficiencies: carpenter's tools, vehicles (land), instruments: lute, pan flute, singing
- Learning proficiencies: fairy tales (10/250), brewing (9/250)
- Languages: ubrekti, fresian
- Spells known: bard 9, warlock 2
- Spell slots: 4x 1st, 3x 2nd, 3x 3rd, 1x 1st/short rest
- Cantrips: eldritch blast, friends, mending, minor illusion, vicious mockery
- 1st level: animal friendship, healing word, longstrider, protection from evil and good, shield, sleep
- 2nd level: enhance ability, find steed, lesser restoration
- 3rd level: counterspell, dispel magic
Abilities
- Bardic Inspiration: 3/long rest, add 1d6 buff to ally
- Brave: Advantage on all saving throws against being frightened
- Countercharm: action to give friendly creatures within 30 ft. advantage on frightened or charmed saves until next turn
- Cutting Words: range 60ft, use bardic inspiration to subtract 1d8 from enemy d20 roll
- Hex Warrior: 1 weapon uses cha for hit and damage
- Hexblade Curse: range 60 ft, +3 to hit, critical on 19 or 20, gain 4 hp if target dies
- Jack of all Trades: +1 to all untrained ability checks
- 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.
- 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
- 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: does something?
- Song of Rest: +1d6 hp per short rest
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
- goblin shortbow
- sling
- studded leather
- carpenter's tools
- pan flute
- whip
- dogmoot lance
- Lance of the Wolfen-Khan - max 14 charges, gain 2d4 charges/day, max 4 charges/day use, bless (1 charge), fly (3 charges), mass healing word (3 charges), ability modifier +3
Halfling Breed Dog: Topper
- 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
- Bite: +4 1d6 + 2 piercing
Fey Panther: Ricky Bobby
- Armor Class: 14 (12 + 2 hide)
- Hit Points: 13
- Speed: 50 ft.
- Attributes: Str 14 (+2), Dex 15 (+2), Con 10 (+0), Int 6 (-2), Wis 12 (+1), Cha 7 (-2)
- Skills: perception +4, stealth +6
- Senses: passive perception +4
- Keen Smell: advantage on perception checks that rely on smell.
- Pounce: moves 20 ft. straight toward a creature and hits with claw dc 12 str or prone. if prone, bite as bonus action
- Bite: +4 1d6 + 2 piercing
- Claw: +4 1d4 + 2 slashing
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:
- Level 5 - Bard 5
- bardic inspiration 1d8
- font of inspiration: bardic inspiration 3/short rest
- Level 6 - Bard 6
- countercharm
- magical secrets: counterspell, find steed
- Level 7 - Hexblade 1
- hp: 7 (5 + 2 con)
- hexblade's curse
- hex warrior: choose a weapon every long rest, use charisma as attack stat. proficiency with shield, medium armor, martial weapons (lance, light crossbow, whip, scimitar/shortsword)
- pact magic
- cantrips: eldrich blast, minor illusion
- 1st level: protection from evil and good, shield
Future Advancement
- Level 8 - Bard 7
- Level 9 - Bard 8
- ability score: +2 cha or dex
- Level 10 - Bard 9
- jack of all trades: +2 to untrained ability checks
- 5th level: legend lore
- Level 11 - Hexblade 2