Lorelei
Lorelei
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Race: Gael, Class: Bard Background: Sage, Alignment: Chaotic Good Patron Deity: None Factions: None |
Ability Scores
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Strength 9 (-1), Dexterity 12 (+1), Constitution 12 (+1); Intelligence 14 (+2), Wisdom 13 (+1), Charisma 18 (+4) |
Proficiencies
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Bonus: 3 Saving Throws: Charisma & Dexterity Skills: Arcana, History, Insight, Investigation, Perception(Double Proficiency), Pursuasion(Double Proficiency) Tools: Lire, Flute, Oud Languages: Common Armor: Light Armor Weapons: Simple Weapons, Hand Crossbow, Long Swords, Rapiers, Shortswords |
Traits
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Honeyed Speech, Glamorous Rebuke, Day Dream, Otherworldly Mind |
Feats
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Bardic Inspiration, Researcher |
Combat
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Attacks: •Shortbow +3(1d6+1, range 80/320) •Rapier +3(1d8+1) Armor Class: 13, Initiative: +1, Speed: 30ft Hit Points: 38, Hit Dice: 1d8 |
Social
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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 15, +6 • 2 Cantrips • 4 First Level Spell Slots, 3 Second Level Spell Slots, 3 Third Level Spell Slots
- Spells Prepared 8
- Cantrips Mending, Vicious Mockery, Prestidigitation, Eldritch Blast
- First Level Identify, Sleep, Thunderwave, Cure wounds, Hex
- Second Level See Invisibility, Blindness Deafness, Lesser Restoration
- “Third Level” Fear
- 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 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. 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 Short or 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.
- Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.
- Countercharm
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).
Specialty Traits=
Bard College: College of Glamour
- Mantle of Inspiration
When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that enthralls your allies with vigor and speed. As a bonus action, you can expend a use of Bardic Inspiration to grant yourself a wondrous, otherworldly appearance. When you do so, choose a number of allies you can see and who can see you within 60 feet of you, up to a number of them equal to your Charisma modifier (minimum of one). Each target gains 5 temporary hit points. When a target gains these temporary hit points, it can also use its reaction to move up to its speed without provoking opportunity attacks. The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level 11 at 10th level and 14 at 15th level.
- Enthralling Performance
Starting at 3rd level, you can charge your performance with seductive fey magic. If you perform for at least 10 minutes, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number of them equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its save against this effect, the target has no hint that you tried to charm it. Once you use this feature, you can’t use it again until you finish a short or long rest.
- Mantle of Majesty
At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast Command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast Command as a bonus action on each of your turns, without expending a spell slot.
Any creature charmed by you automatically fails its saving throw against the Command you cast with this feature.
Once you use this feature, you can’t use it again until you finish a long rest.
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
Magic Initiate You learn two cantrips of your choice from that class’s spell list. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
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
- Sterling Drum
- Sterling Goat Statue
- Sterling Goblet {Finish done by Baligan)
- Zyrna-fly, invisibility, levitate, protection from evil and good, entangle, faerie fire, shillelagh and speak with animals each once a day (concentration)
- Deep-pocketed sachel
- Spear from the Dreamland (Vicious Spear)
Origin
- x