Pheonyx

Jul WIP

Oct 1st, 2019
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  1. Character Name: Jul ???
  2. Player Name: Pheonyx
  3. Class/Level: Bard 1
  4. Race: Felitera
  5. Age: 24
  6. Pronouns: They/Them
  7. Height:
  8. Weight:
  9. Alignment: Chaotic Neutral
  10. Background: Urchin
  11.  
  12.  
  13. --- Ability Scores ---
  14.  
  15. Scores: Modifier Saving Throws
  16. Strength ........ 8 ... (-1) ......... [ ]
  17. Dexterity ....... 15 ... (+2) ........ [X]
  18. Constitution .... 14 ... (+2) ........ [ ]
  19. Wisdom .......... 10 ... (+0) ........ [ ]
  20. Intelligence .... 12 ... (+1) ........ [ ]
  21. Charisma ........ 16 ... (+3) ........ [X]
  22.  
  23.  
  24. --- Statistics ---
  25.  
  26. Base Speed ...... 30 ft
  27. Armor Class ..... (AC) 13
  28. Initiative ...... +2 (Dex modifier)
  29.  
  30. Hit Points ...... 10
  31. Hit Dice ........ 1d8
  32. Hit Dice Total .. 1
  33.  
  34. Death saves:
  35. Successes: [ ] [ ] [ ]
  36. Failures: [ ] [ ] [ ]
  37.  
  38. Passive Wisdom (Perception) 00
  39.  
  40.  
  41. --- Skills ---
  42.  
  43. Modifier Skill (Ability Mod) Proficiency?
  44. [+2] ... Acrobatics (Dex) ........... [ ]
  45. [+0] ... Animal Handling (Cha) ...... [ ]
  46. [+3] ... Arcana (Int) ............... [X]
  47. [-1] ... Athletics (Str) ............ [ ]
  48. [+0] ... Deception (Cha) ............ [ ]
  49. [+1] ... History (Int) .............. [ ]
  50. [+0] ... Insight (Wis) .............. [ ]
  51. [+3] ... Intimidation (Cha) ......... [ ]
  52. [+1] ... Investigation (Int) ........ [ ]
  53. [+0] ... Medicine (Wis) ............. [ ]
  54. [+1] ... Nature (Int) ............... [ ]
  55. [+2] ... Perception (Wis) ........... [X]
  56. [+5] ... Performance (Cha) .......... [X]
  57. [+3] ... Persuasion (Cha) ........... [ ]
  58. [+1] ... Religion (Int) ............. [ ]
  59. [+4] ... Sleight of Hand (Dex) ...... [X]
  60. [+4] ... Stealth (Dex) .............. [X]
  61. [+2] ... Survival (Wis) ............. [X]
  62.  
  63.  
  64. --- Equipment and Attacks ---
  65.  
  66. Weapon name: Atk Bonus: Damage/Type:
  67. [ ] Club........ [+1] ......... [ 1d4 Bludgeoning ]
  68. [ ] Dagger...... [+2] ......... [ 1d4 Piercing, Finesse, Light, Thrown ]
  69. [ ] ............ [ ] ......... [ ]
  70. [ ] ............ [ ] ......... [ ]
  71.  
  72. Wealth:
  73. 00cp, 00sp, 10gp, 00ep, 00pp
  74.  
  75. Other Equipment:
  76. - Entertainer's Pack, Lute, Leather Armor, small knife, map of [city in Alderha-Caldo]
  77.  
  78.  
  79. --- Features and Traits ---
  80.  
  81. - Elemental Magic: Shadow (Acid)
  82.  
  83. - Bardic Inspiration: You can inspire others through stirring words or music.
  84. To do so, you use a bonus action on your turn to choose
  85. one creature other than yourself within 60 feet of you
  86. who can hear YOU. That creature gains one Bardic
  87. Inspiration die, a d6.
  88. Once within the next 10 minutes, the creature can roll
  89. the die and add the number rolled to one ability check,
  90. attack roll, or saving throw it makes. The creature can
  91. wait until after it rolls the d20 before deciding to use the
  92. Bardic Inspiration die, but must decide before the DM
  93. says whether the roll succeeds or fails. Once the Bardic
  94. Inspiration die is rolled, it is lost. A creature can have
  95. only one Bardic Inspiration die at a time.
  96. You can use this feature a number of times equal
  97. to your Charisma modifier (a minimum of once). You
  98. regain any expended uses when you finish a long rest.
  99. Your Bardic Inspiration die changes when you reach
  100. certain levels in this class. The die becomes a d8 at 5th
  101. levei, a dlO at 10th levei, and a d12 at 15th leveI.
  102.  
  103. Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  104.  
  105. Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
  106.  
  107. Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  108.  
  109. Cat's Talent. You have proficiency in the Perception and Stealth skills.
  110.  
  111. FEATURE: CITY SECRETS
  112. You know the secret patterns and flow to cities and can
  113. find passages through the urban sprawl that others would
  114. miss. When you are not in combat, you (and companions
  115. you lead) can travel between any two locations in the city
  116. twice as fast as your speed would normally allow.
  117.  
  118.  
  119. --- Languages and Proficiencies ---
  120.  
  121. Languages: Common, Libratan, Magmarnian
  122.  
  123. Melee Weapon Proficiencies: Simple Weapons, Rapier, Shortsword, Longsword
  124. Ranged Weapon Proficiencies: Hand Crossbow
  125. Armor Proficiencies: Light Armor
  126.  
  127. Tools: Lute, Harmonica, Basic Drums, Disguise Kit, Thieves Tools
  128. Vehicles:
  129.  
  130.  
  131. --- Background-Related ---
  132.  
  133. Personality Traits:
  134. -
  135. -
  136.  
  137. Ideals:
  138. -
  139.  
  140. Bonds:
  141. -
  142.  
  143. Flaws:
  144. -
  145.  
  146.  
  147. --- Spells ---
  148.  
  149. Spellcasting Ability: Charisma
  150. Spell save DC: 8 + your proficiency bonus + your Charisma modifier
  151. Spell attack bonus:
  152. Spellcasting Focus: Musical Instruments
  153.  
  154. Cantrips:
  155. - Vicious Mockery: You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
  156.  
  157. - Minor Illusion: You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
  158.  
  159. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
  160.  
  161. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
  162.  
  163. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
  164. -
  165. -
  166. -
  167. -
  168. -
  169.  
  170. Spell level 1:
  171. - Tasha's Hideous Laughter: A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
  172.  
  173. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
  174.  
  175. - Sleep: This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
  176.  
  177. Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
  178.  
  179. Undead and creatures immune to being charmed aren't affected by this spell.
  180. -
  181. -
  182. -
  183. -
  184. -
  185. -
  186.  
  187. Spell level 2:
  188. -
  189. -
  190. -
  191. -
  192. -
  193. -
  194. -
  195. -
  196.  
  197. Spell level 3:
  198. -
  199. -
  200. -
  201. -
  202. -
  203. -
  204. -
  205. -
  206.  
  207. Spell level 4:
  208. -
  209. -
  210. -
  211. -
  212. -
  213. -
  214. -
  215. -
  216.  
  217. Spell level 5:
  218. -
  219. -
  220. -
  221. -
  222. -
  223. -
  224. -
  225. -
  226.  
  227. Spell level 6:
  228. -
  229. -
  230. -
  231. -
  232. -
  233.  
  234. Spell level 7:
  235. -
  236. -
  237. -
  238. -
  239.  
  240. Spell level 8:
  241. -
  242. -
  243. -
  244.  
  245. Spell level 9:
  246. -
  247. -
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