Difference between revisions of "Lorelei"

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*'''Daydreams''' <br>You do not sleep. Instead, you commune with the Dream, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit as other folk from 8 hours of sleep.
 
*'''Daydreams''' <br>You do not sleep. Instead, you commune with the Dream, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit as other folk from 8 hours of sleep.
 
*'''Otherworldly Mind''' <br>You have advantage on saving throws against being charmed, and magic can't put you to sleep.
 
*'''Otherworldly Mind''' <br>You have advantage on saving throws against being charmed, and magic can't put you to sleep.
*'''Glamorous Rebuke''' <br>When you hit a creature with an attack or when a creature fails a saving throw against one of your abilities, you may choose to impose the restrained condition on that creature in addition to that attack or ability's other effects. This condition lasts until the end of the creature's next turn. Once you rebuke a creature, you may not again until you complete a short or long rest.
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*'''Glamorous Rebuke''' <br> When you hit a creature with an attack or when a creature fails a saving throw against one of your abilities, you may choose to impose the restrained condition on that creature in addition to that attack or ability's other effects. This condition lasts until the end of the creature's next turn. Once you rebuke a creature, you may not again until you complete a short or long rest.
  
 
===Class Traits===
 
===Class Traits===

Revision as of 20:44, 2 August 2017

Lorelei
Lorelei.jpg
Race: Gael, Class: Bard
Background: Sage, Alignment: Chaotic Good
Patron Deity: None
Factions: None
Ability Scores
Strength 9 (-1), Dexterity 12 (+1), Constitution 12 (+1);
Intelligence 14 (+2), Wisdom 13 (+1), Charisma 18 (+4)
Proficiencies
Bonus: 2
Saving Throws: Charisma & Dexterity
Skills: Arcana, History, Insight, Investigation, Perception, Pursuasion
Tools: Lire, Flute, Oud
Languages: Common
Armor: Light Armor
Weapons: Simple Weapons, Hand Crossbow, Long Swords, Rapiers, Shortswords
Traits
Honeyed Speech, Glamorous Rebuke, Day Dream, Otherworldly Mind
Feats
Bardic Inspiration, Researcher
Combat
Attacks: •Shortbow +3(1d6+1, range 80/320) •Rapier +3(1d8+1)
Armor Class: 13, Initiative: +1, Speed: 30ft
Hit Points: 17, Hit Dice: 1d8
Social
Personality Traits: PERSONALITY
Ideals: IDEALS
Bonds: BONDS
Flaws: FLAWS

You start out knowing nothing until one day you just KNOW you know, you know? -Lorelei, when asked about her travels

Traits

Racial Traits

  • Honeyed Speech
    You have proficiency in persuasion.
  • Daydreams
    You do not sleep. Instead, you commune with the Dream, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit as other folk from 8 hours of sleep.
  • Otherworldly Mind
    You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Glamorous Rebuke
    When you hit a creature with an attack or when a creature fails a saving throw against one of your abilities, you may choose to impose the restrained condition on that creature in addition to that attack or ability's other effects. This condition lasts until the end of the creature's next turn. Once you rebuke a creature, you may not again until you complete a short or long rest.

Class Traits

  • Spellcasting: DC 14, +6 • 2 Cantrips • 3 First Level Spell Slots
  • Spells Prepared 4
    • Cantrips Mending, Prestidigitation
    • First Level Identify, Cure Wounds, Sleep, Thunderwave, Feather Fall
  • Bardic Inspiration

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

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 Rest

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.

Specialty Traits

None

Background Traits

Sage

  • Arcana and History Proficiency

Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it.

Feats

Resources

Magic Items

None

Weapons & Armor

  • Studded Leather Armor
  • Shortbow (1d6 +2, range 80/320)
  • Rapier (1d8 +2)

Worn/Carried Equipment

  • Disguise Kit
  • Painter's Supplies
  • Lire
  • Oud
  • Flute

Origin

  • x