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: 2 Saving Throws: Charisma & Dexterity Skills: Arcana, History, Insight, Investigation, Perception, Pursuasion Tools: Lire, Flute, Oud Languages: Common Armor: Light Armor Weapons: Simple Weapons, Hand Crossbow, Long Swords, Rapiers, Shortswords |
Traits
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Bardic Inspiration,Honeyed Speech, Glamorous Rebuke, Day Dream, Otherworldly Mind |
Feats
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Researcher |
Combat
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Attacks: • xxx: +x, xdx+x, TRAITS Armor Class: 13, Initiative: +1, Speed: 30ft Hit Points: 9, Hit Dice: 1d8 |
Social
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Personality Traits: PERSONALITY Ideals: IDEALS Bonds: BONDS Flaws: FLAWS |
words -Attribution
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 dazed 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 14, +6 • 2 Cantrips • 2 First Level Spell Slots
- Spells Prepared 4
- Cantrips Mending, Prestidigitation
- First Level Detect Magic, Cure Wounds, Sleep, Thunderwave
Specialty Traits
None
Background Traits
Sage
Arcana and History Proficiency
Feature: Researcher
Feats
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.
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 d6. 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 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.
Resources
- Coins: x cp • x sp • x ep • x gp • x pp • Other coins: x
- Gems: x
Magic Items
- x
Equipment
Carried Equipment
- In Hand: x
- Worn: x
- Belt: x
- Backpack: x
Stored Equipment
- x
Lifestyle
- xxx: (x gp/day). x
Origin
- x
Important Individuals
- x