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 | + | |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 00:04, 27 January 2020
Quel Melarn
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Race: Half-elf (Drow), Class: Bard (College of Swords) Background: Entertainer, Alignment: Chaotic Neutral Patron Deity: Eilistraee Factions: Zhentarim 1 |
Ability Scores
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Strength 10 (+0), Dexterity 16 (+3), Constitution 14 (+2); Intelligence 10 (+0), Wisdom 10 (+0), Charisma 16 (+3) |
Proficiencies
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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
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TRAITS |
Feats
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None |
Combat
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Attacks: • xxx: +x, xdx+x, TRAITS Armor Class: 15, Initiative: +3, Speed: 30 ft Hit Points: 10, Hit Dice: 1d8 |
Social
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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