From OakthorneWiki
Jump to navigationJump to search
Race: Mero, Class: Bard (TYPE)
Background: Outlander, Alignment: Neutral Good
Patron Deity: DEITY
Factions: FACTIONS
Ability Scores
Strength 11 (+0), Dexterity 15 (+2), Constitution 14 (+2);
Intelligence 15 (+2), Wisdom 12 (+1), Charisma 18 (+4)
Bonus: +3
Saving Throws: Dexterity & Charisma
Skills: Athletics(Str), History(Int), Insight(Wis), Perception(Wis), Performance(Cha), Persuasion(Cha), Stealth(Dex), Survival(Wis)
Tools: TOOLS
Languages: Common, OTHER LANG
Attacks:xxx: +x, xdx+x, TRAITS
Armor Class: AC, Initiative: +INIT, Speed: XX ft
Hit Points: 44, Hit Dice: 6d8
Personality Traits: PERSONALITY
Ideals: IDEALS
Bonds: BONDS
Flaws: FLAWS

words -Attribution


Racial Traits

  • Aquatic: You can breathe underwater. In addition, you have a swim speed of 30 feet.
  • Waterborn Physique: You have proficiency in athletics.
  • Easy Virtuoso: You have proficiency with one musical instrument.
  • Song of Allure or Alarm:
    • You may use your voice to fortify others, granting them 1d6 temporary hit points. This increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level.
    • Alternately, you may raise your voice to harm others in a 15 foot cone. Each creature caught in your song must make a Constitution save. The DC for this save equals 8 + your Charisma modifier + your proficiency bonus. A creature takes 2d6 thunder damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you raise your voice, you may not again until you complete a short or long rest.

Class Traits

  • 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 That creature gains one Bardic Inspiration die, a d8. 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. You can use this feature a number of times equal to your Charisma modifier (a minimum of once).
    • Uses: 4
    • You regain any expended uses when you finish a short or long rest.
    • Cutting Words: You know how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic I nspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.
  • Jack of All Trades: 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: 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 at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
  • Expertise:Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
    • Expertise SKills: Perception, Performance

Background Traits




Magic Items

  • Woodsong Lyre -Fochlucan Bandore
  • Braided Necklace - Necklace of Adaptation


Carried Equipment

  • In Hand: x
  • Worn: x
  • Belt: x
  • Backpack: x

Stored Equipment

  • x


  • xxx: (x gp/day). x


  • x

Important Individuals

  • x