Difference between revisions of "Quel Melarn"

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|Skills=Acrobatics, Deception, Insight, Perception, Performance, Persuasion, Sleight of Hand, Stealth  
 
|Skills=Acrobatics, Deception, Insight, Perception, Performance, Persuasion, Sleight of Hand, Stealth  
 
|Tools=Disguise Kit, Cards, Lute, Songhorn, Hand Drum, Harp
 
|Tools=Disguise Kit, Cards, Lute, Songhorn, Hand Drum, Harp
|Languages=Common, Espruar, Dethek
+
|Languages=Common, Deep Drow, Espruar
 
|Armor=Light
 
|Armor=Light
 
|Weapons=Simple, Hand Crossbow, Longsword, Rapier, Shortsword
 
|Weapons=Simple, Hand Crossbow, Longsword, Rapier, Shortsword

Revision as of 01:04, 27 January 2020

Quel Melarn
Quel Melarn.jpg
Race: Half-elf (Drow), Class: Bard (College of Swords)
Background: Entertainer, Alignment: Chaotic Neutral
Patron Deity: Eilistraee
Factions: Zhentarim 1
Ability Scores
Strength 10 (+0), Dexterity 16 (+3), Constitution 14 (+2);
Intelligence 10 (+0), Wisdom 10 (+0), Charisma 16 (+3)
Proficiencies
Bonus: +2
Saving Throws: Dexterity & Charisma
Skills: Acrobatics, Deception, Insight, Perception, Performance, Persuasion, Sleight of Hand, Stealth
Tools: Disguise Kit, Cards, Lute, Songhorn, Hand Drum, Harp
Languages: Common, Deep Drow, Espruar
Armor: Light
Weapons: Simple, Hand Crossbow, Longsword, Rapier, Shortsword
Traits
TRAITS
Feats
None
Combat
Attacks:xxx: +x, xdx+x, TRAITS
Armor Class: 15, Initiative: +3, Speed: 30 ft
Hit Points: 10, Hit Dice: 1d8
Social
Personality Traits: PERSONALITY
Ideals: IDEALS
Bonds: BONDS
Flaws: FLAWS

words -Attribution

Traits

Racial Traits

  • Darkvision: 60 ft.
  • Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep

Class Traits

  • Spellcasting: Do that music magic
  • Bardic Inspiration: As a bonus action, choose one creature other than yourself within 60 ft who can hear you to gain one Inspiration die, a d6. Once within the next 10 minutes, that 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 but before knowing if the roll succeeds or fails. You can use this feature a number of times equal to your Charisma modifier (3) and regain any expended uses after completing a long rest.

Specialty Traits

Too Soon

Background Traits

  • Entertainer Routines: Blade Dance (Flourishes and Displays, Knife Throwing, Acrobatic Tricks), Juggler, Vocalist
  • By Popular Demand: You can always find a place to perform, an inn, tavern, circus, theater, or even noble's court. At such a place, you receive free lodging and food as long as you perform. In addition, your performance makes you something of a local figure. When strangers recognize you in locales you've performed, they generally take a liking to you.

Feats

None

Resources

  • Coins: x cp • x sp • x ep • 205 gp • x pp • Other coins: x
  • Gems: x

Magic Items

  • x

Equipment

Carried Equipment

  • In Hand:
  • Worn: Studded Leather
  • Belt: Belt Pouch, Rapier, Dagger
  • Backpack: 5 Candles, 5 Days of Rations, Waterskin, Disguise Kit, Trinket from Admirer
  • Saddle Pack: 3 Costumes, Bedroll, Lute, Songhorn, Black Longsword

Animals

  • Moonglow: Dappled Gray Riding Horse

Stored Equipment

  • x

Lifestyle

  • xxx: (x gp/day). x

Origin

  • x

Important Individuals

  • x