Difference between revisions of "Psalm Melshimber"

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*Cutting Words - As a reaction when a creature (that's not immune to being charmed) you can see within 60 ft. makes an attack roll, ability check, or damage roll, you can expend one use of Bardic Inspiration, roll the die, and subtract the number from the creature's roll. You can do so after the roll but before knowing the result.
 
*Cutting Words - As a reaction when a creature (that's not immune to being charmed) you can see within 60 ft. makes an attack roll, ability check, or damage roll, you can expend one use of Bardic Inspiration, roll the die, and subtract the number from the creature's roll. You can do so after the roll but before knowing the result.
 
===Spellcasting===
 
===Spellcasting===
Cantrips: 2 Spells Known:6   
+
Cantrips: 2 Spells Known: 6   
  
 
Cantrips
 
Cantrips

Revision as of 00:00, 10 January 2019

Psalm Melshimber
Psalm-melshimber.jpg
Race: Glasya Tiefling, Class: Bard (College of Lore)
Background: Waterdavian Noble, Alignment: Chaotic Neutral
Patron Deity: Oghma
Factions: The Harpers (3 ranks) The Heralds (1 rank)
Ability Scores
Strength 10 (+0), Dexterity 15 (+2), Constitution 12 (+1);
Intelligence 13 (+1), Wisdom 8 (-1), Charisma 17 (+3)
Proficiencies
Bonus: +2
Saving Throws: DEX & CHA
Skills: Arcana *expert* (INT) Athletics (STR) Deception (CHA) History *expert* (INT) Insight (WIS) Investigation (INT) Performance (CHA) Persuasion (CHA)
Tools: TOOLS
Languages: Common, Infernal (+2 tbd)
Armor: Light Armor
Weapons: Hand Crossbow, Longsword, Rapier, Shortsword, Simple Weapons
Traits
TRAITS
Feats
FEATS
Combat
Attacks:xxx: +x, xdx+x, TRAITS
Armor Class: AC, Initiative: +1, Speed: 30 ft
Hit Points: XXX, Hit Dice: 3d8
Social
Personality Traits: PERSONALITY
Ideals: IDEALS
Bonds: BONDS
Flaws: FLAWS

words -Attribution

Traits

Racial Traits

  • Darkvision (60 ft)
  • Hellish Resistance - resistance vs fire damage
  • Legacy of Malbolge - you know the Minor Illusion cantrip, at 3rd level you can cast Disguise Self once per long rest, at 5th level you can cast Invisibility once per long rest. CHA is your spellcasting ability.

Class Traits

  • Spellcasting - you can cast known Bard spells using CHA as your spellcasting modifier (Spell DC 13, Spell Attack +5) and known Bard spells as rituals if they have the ritual tag. You can use a musical instrument as a spellcasting focus.
  • Bardic Inspiration - as a bonus action, a creature (other than you) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome. 3/long rest
  • Jack of All Trades - You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include it.
  • Song of Rest - during a short rest, friendly creatures who can hear your performance regain additional hp when they spend hit dice based on your level (1d6)
  • Bard College - College of Lore
  • Expertise - Your proficiency bonus is doubled for any ability check you make with chosen proficiencies (2 at 3rd lvl, 2 more at 10th) 3rd: Arcana & History
  • Bonus Proficiencies - yiu gain proficiency with 3 more skills of your choice (Investigation, Deception, Athletics)
  • Cutting Words - As a reaction when a creature (that's not immune to being charmed) you can see within 60 ft. makes an attack roll, ability check, or damage roll, you can expend one use of Bardic Inspiration, roll the die, and subtract the number from the creature's roll. You can do so after the roll but before knowing the result.

Spellcasting

Cantrips: 2 Spells Known: 6

Cantrips

  • Message
  • Vicious Mockery
  • Minor Illusion (racial bonus)


Lvl 1 Slots: O O O O

  • Comprehend Languages (Ritual)
  • Feather Fall
  • Healing Word
  • Identify (Ritual)
    • Disguise Self (1x per long rest - racial bonus) O


Lvl 2 Slots: O O

  • Heat Metal
  • Detect Thoughts

Background Traits

Waterdhavian Noble - You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across Faerûn for being eccentric, spoiled, venal, and, above all else, rich.

    • skill proficiencies: History & Persuasion
    • Tool Proficiency: one type of gaming set or musical instrument
    • Languages: one additionallanguage of your choice
    • Equipment- a set of fine clothes, a signet ring or brooch, a scroll of pedigree, a skin of fine zzar or wine,and a purse containing 20 gp.

Feature: Kept in Style

  • while you are in Waterdeep or elsewhere in the North, your house sees to your everday needs. Your name and signet are sufficient to cover most of yor expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe.

This advantage enables you to live a comfortable lifestyle without having to pay 2gp a say for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount.you may not maintain a less affluent lifestyle and use the difference as income - the benefit is a line of credit, not an actual monetary reward.

Feats

x

Resources

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

Magic Items

  • Bag of Holding

Equipment

Carried Equipment

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

Stored Equipment

  • x

Lifestyle

  • comfortable: (2 gp/day). x

Origin

  • x

Important Individuals

  • x