Usain

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Edgar Treznor
EdgarTreznor1.jpg
Race: Half-Elf, Class: Bard (College of Lore)
Background: Entertainer, Alignment: Neutral
Patron Deity: N/A
Factions: {{{Factions}}}
Ability Scores
Strength 11 (+0), Dexterity 18 (+4), Constitution 12 (+1);
Intelligence 12 (+1), Wisdom 16 (+3), Charisma 18 (+4)
Proficiencies
Bonus: 3
Saving Throws: Dexterity & Charisma
Skills: Acrobatics, Deception, Insight, Intimidation, Medicine *, Performance *, Sleight of Hand, Stealth, Survival
Tools: Healer's Kit, Disguise Kit
Languages: Common, Draconic, Elvish
Armor: Light Armor
Weapons: Simple, Rapier, Longsword, Shortsword, Hand Crossbow, Longbow, Shortbow
Traits
Darkvision, Fey Ancestry, Spellcasting(Spells, Rituals), Class Feature(College of Lore)
Feats
Healer
Combat
Attacks: Rapier, 1d8 pierce
Armor Class: 16, Initiative: +5, Speed: 30 ft
Hit Points: 49, Hit Dice: 6d8
Social
Personality Traits: {{{Personality}}}
Ideals:
Bonds:
Flaws:

Quote. -Source

Origin

x

Traits

Racial Traits

  • Dark Vision: 60ft
  • Fey Ancestry: Advantage on saves vs being charmed, immune to magical sleep.
  • Skill Versatility: Deception, Sleight of Hand

Class Traits

  • Chosen Bard Skills: Insight, Medicine, Stealth
  • Inspiration: 1d8 bonus to d20 checks, CHA mod number of times.
  • Jack of All Trades: 1/2 proficiency bonus, rounded down, to untrained skills/ability checks.
  • Song of Rest: 1d6 extra hit points healed, if any healed at all during a short rest.
  • Expertise: Double proficiency bonus with Medicine and Performance.
  • Font of Inspiration: Regain all Bardic Inspirations after a short rest.
  • Countercharm: 1 action, start a performance that typically lasts until end of your next turn. During this, you and all friendlies within 30ft have advantage saving against being frightened or charmed. Must be able to hear you. Ends early if bard is incapacitated, silenced, or ends it voluntarily (no action required).

Specialty Traits

College of Lore

  • Bonus Proficiencies: Intimidation, Survival
  • Cutting Words: 60ft, Reaction, Expend bardic inspiration to debuff enemy attack roll, ability check or damage roll. Immune if creature cannot hear, or cannot be charmed.
  • Additional Magical Secrets: (Eldritch Blast) and (Prayer of Healing) - Learn any two (spells) of appropriate level, regardless of class, cast as bard spell. Don't count towards a total spell limit.
  • Bard Instrument Proficiencies: panpipes/flute, lute, glittern.

Background Traits

  • Skill Proficiencies: Acrobatics, Performance
  • Tool Proficiencies: Disguise kit, Viola
  • Equipment: Viola, poetry book, Gothic costume, pouch with 15gp.
  • Feature: - By Popular Demand (can perform for room and board, makes you popular in town)

Feats

  • Healer

When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hitpoint.
As an action, you can spend one use of a healer's kit to tend to a creature and restores 1d6 + 4 hitpoints to it, plus additional hit points equal to the creature's max number of Hit Dice. The creature can't regain hit points from this feat until after a long or short rest.

Spells: 9 total except Cantrips and (spells)

Cantrips (3 total +(1))

  • (Elritch Blast): 1 action, 120 ft, V & S, Instant

2 beams of crackling energy streak to targets within range. Ranged spell attack, on hit by a beam, take 1d10 force DMG.

1st Lvl Spells (4 slots)

  • Cure Wounds: 1 action, Touch, V & S, Instant

Creature you touch heals 1d8 + CHA mod. (1d8 increase per spell lvl over 1st)

  • Healing Word: 1 bonus action, 60ft, Vocal, Instant

Creature of choice you can see within range heals 1d4 + CHA mod. (2nd spell slot or higher, + 1d4 per level other than 1st)

  • Dissonant Whispers: 1 action, 60ft, Vocal, Instant

Whisper to 1 target within range that can hear. Target must make WIS save or take 3d6 psychic DMG and immediately use its reaction, if available, to move max speed away from you. Won't run into obviously dangerous ground. On save, take 1/2 dmg and doesn't have to run. Deafened auto saves. (2nd spell slot or higher, +1d6 per lvl past 1

  • Tasha's Hideous Laughter: 1 action, 30ft, V S & M, Concentration 1 min

Creature you can see within range, must make WIS save or fall prone and become incapacitated by laughter. INT 4 or less immune. Can make WIS save at end of turn or when damage taken. Has advantage on save activated by damage. Success ends spell.

2nd Lvl Spells (3 slots)

  • Spider Climb: 1 action, Touch, V S & M, Up to 1 hour

x

3rd Lvl Spells (3 slots)

  • Counterspell: 1 reaction, 60ft, S, Instant

x
Lightning Bolt: 1 action, 100ft line, V S & M, Instant
X

Resources

  • Moneys: 278gp, 24sp, 41cp
  • Carried Equipment:xxxx
  • Stored Equipment xxxx
  • Lifestyle: x

Projects, Goals and/or Downtime

  • x

Experience Points

Total:14,000

  • 0.0.2014: x