Edgar Treznor

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Edgar Treznor
EdgarTreznor1.jpg
Race: Half-Elf, Class: Bard
Background: Entertainer, Alignment: True Neutral
Patron Deity: N/A
Factions: {{{Factions}}}
Ability Scores
Strength 11 (+0), Dexterity 18 (+4), Constitution 12 (+1);
Intelligence 12 (+1), Wisdom 16 (+3), Charisma 18 (+4)
Proficiencies
Bonus: 3
Saving Throws: Dexterity & Charisma
Skills: Acrobatics, Deception, Insight, Intimidation, Medicine *, Performance *, Sleight of Hand, Stealth, Survival
Tools: Healer's Kit, Disguise Kit
Languages: Common, Draconic, Elvish
Armor: Light Armor
Weapons: Simple, Rapier, Longsword, Shortsword, Hand Crossbow, Longbow, Shortbow
Traits
Darkvision, Fey Ancestry
Feats
Linguist
Combat
Attacks: Rapier, 1d8 pierce
Armor Class: 16, Initiative: +4, Speed: 30 ft
Hit Points: 49, Hit Dice: 6d8
Social
Personality Traits: {{{Personality}}}
Ideals:
Bonds:
Flaws:

Deep into that darkness peering, long I stood there, wondering, fearing, doubting, dreaming dreams no mortal ever dared to dream before. -Edgar Allan Poe

Origin

xxx

Appearance

xxx

Traits

Racial Traits

Dark Vision - 60ft
Fey Ancestry - Advantage on saves vs being charmed, immune to magical sleep.
Skill Versatility - Choose two proficiencies of your choice.

Class Traits

Inspiration - 1d8 bonus to d20 checks, CHA mod number of times.
Jack of All Trades - 1/2 proficiency bonus, rounded down, to untrained skills.
Song of Rest - 1d6 extra hit points healed, if any healed at all during a short rest.
Expertise - Double proficiency bonus with Medicine and Performance.
Font of Inspiration - Regain all Bardic Inspirations after a short rest.
Countercharm - 1 action, start a performance that typically lasts until end of your next turn. During this, you and all friendlies within 30ft have advantage saving against being frightened or charmed. Must be able to hear you. Ends early if bard is incapacitated, silenced, or ends it voluntarily (no action required).

Specialty Traits

College of Lore
Bonus Proficiencies
Cutting Words - 60ft, Reaction, Expend bardic inspiration to debuff enemy attack roll, ability check or damage roll. Immune if creature cannot hear, or cannot be charmed.
Additional Magical Secrets - Learn any two (spells) of appropriate level, regardless of class, cast as bard spell. Don't count towards a total spell limit.
Bard Instrument proficiencies - panpipes/flute, lute, glittern.

Background Traits

Skill Proficiencies - Acrobatics, Performance
Tool Proficiencies - Disguise kit, Viola
Equipment - Viola, poetry book, Gothic costume, pouch with 15gp.
Feature - By Popular Demand (can perform for room and board, makes you popular in town)

Feats

Healer
When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hitpoint.
As an action, you can spend one use of a healer's kit to tend to a creature and restores 1d6 + 4 hitpoints to it, plus additional hit points equal to the creature's max number of Hit Dice. The creature can't regain hit points from this feat until after a long or short rest.

Spells: 9 total except Cantrips and (spells)

Cantrips (3 total)

Vicious Mockery - 1 action, 60ft, Vocal, Instant
Insult creature you can see within range. Target must hear (doesn't have to understand), must make WIS save or take 2d4 psychic DMG and have disadvantage on next attack roll before end of its next turn.
Message - 1 action, 120ft, V S & M, 1 round
Whisper msg to target within range. Only target can hear, can whisper reply only you can hear. Goes around corners. Through solid objects if you know target well. Magical Silence, 1ft stone, 1in metal, thin sheet lead, or 3ft woods blocks spell.
Guidance - 1 action, Touch, V & S, concentration, up to 1 min
Touch one willing creatures. Once before spell ends, target can roll 1d4 and add number to one ability check of its choice. Can roll die before or after check.

1st Lvl Spells (4 slots)

Cure Wounds - 1 action, Touch, V & S, Instant
Creature you touch heals 1d8 + CHA mod. (1d8 increase per spell lvl over 1st)
Healing Word - 1 bonus action, 60ft, Vocal, Instant
Creature of choice you can see within range heals 1d4 + CHA mod. (2nd spell slot or higher, + 1d4 per level other than 1st)
Dissonant Whispers - 1 action, 60ft, Vocal, Instant
Whisper to 1 target within range that can hear. Target must make WIS save or take 3d6 psychic DMG and immediately use its reaction, if available, to move max speed away from you. Won't run into obviously dangerous ground. On save, take 1/2 dmg and doesn't have to run. Deafened auto saves. (2nd spell slot or higher, +1d6 per lvl past 1
Tasha's Hideous Laughter - 1 action, 30ft, V S & M, Concentration 1 min
Creature you can see within range, must make WIS save or fall prone and become incapacitated by laughter. INT 4 or less immune. Can make WIS save at end of turn or when damage taken. Has advantage on save activated by damage. Success ends spell.

2nd Lvl Spells (3 slots)

(Aid) - 1 action, 30ft, V S & M, 8 hours
Boost up to 3 creatures in range. HP max increases by 5 & heals by 5.
(Prayer of Healing) - 10 mins, 30ft, Vocal, Instant
Up to 6 creatures you can see within range heal for 2d8 + CHA mod. ( 3rd or higher spell slot, +1d8 per level over 2nd)
Lesser Restoration - 1 action, Touch, V & S, Instant
Touch creature and end 1 of following: disease, blinded, deafened, paralyzed, poisoned.
Shatter - 1 action, 60ft, V S & M, Instant
Choose point in range. 20ft circle centered on point. Each creature in circle must make CON save or take 3d8 thunder dmg. 1/2 dmg on successful save. Metal, stone or crystal have disadvantage. Scene takes damage. (3rd or higher spell slot, +1d8 per lvl over 2nd)
Enthrall - 1 action, 60ft, V & S, 1 min
Considered a charm effect. Creatures of choice in range that can hear must make WIS save or suffer disadvantage on WIS perception checks to perceive anything over than you. If you or ally fighting the creatures, they have advantage on WIS save. Ends if you can't speak, or become incapacitated.

3rd Lvl Spells (3 slots)

Bestow Curse - 1 action, Touch, V & S, concentration 1 min
Touch creature, it must make WIS save or be cursed. Choose nature of curse from following:

- 1 ability score has disadvantage on ability checks and saving throws.
- Target has disadvantage on attack rolls against you.
- Target must make WIS save at start of each turn. Failure wastes its action doing nothing.
- Your attacks and spells deal extra 1d8 necrotic DMG vs cursed target. 

A remove curse ends the effect. (Higher spell slot usage affects duration)
Dispel Magic - 1 action, 120ft, V & S, Instant
Choose 1 creature, object or magical effect in range. Any spell of 3rd or lower on target ends. For each spell of 4th level or higher make ability check using spellcasting ability (CHA). DC = 10 + spell's lvl. Successful check, the spell ends. (Higher spell slot usage affects auto success lvl)

Resources

  • Moneys: 35pp, 276gp, 55sp, 10cp
  • Carried Equipment: Rapier, Hand crossbow, dagger, Quiver: 60 bolts, studded leather armor, viola, pan flute, Backpack, belt pouch, poetry book, costume, fine clothes, ink bottle, ink pen, lamp, 2 x oil flasks, 5 sheets of paper, vial of perfume, sealing wax, soap, 2 map/scroll cases, Disguise Kit, Healer's kit x 2, water skin, rations: 7 days, mess kit, tinderbox, bedroll, crow bar. xxx
  • Stored Equipment: xxxx
  • Lifestyle: Comfortable(2gp

/day) xxx

Other Important Individuals

  • x

Projects, Goals and/or Downtime

  • x

Experience Points

Total: x

  • 0.0.2014: x