Bok_Choi

Grit the Creation Bard

Nov 1st, 2023 (edited)
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  1. GRIT the Creator
  2.  
  3. Class: Bard (College of Creation)
  4. Race: Autognome
  5. Name: GRIT
  6. Sex: N/A
  7. Alignment: Lawful Good
  8. Age: ???
  9. Background: Astral Drifter
  10. Saving Throws: Dex, Cha
  11. Skill proficiencies: Persuasion, Perception (+9), Insight, Religion (+8)
  12. Tool proficiencies: Three musical instruments, Tinker’s tools, Alchemist’s tools
  13. Weapons/Armor: Light Armor, simple weapons, hand crossbows, longswords, rapiers, shortswords
  14. Proficiency Bonus: 4
  15. Languages: Common, Celestial, Elvish, Primordial
  16.  
  17. Level 9
  18.  
  19. Str: 8 (-1)
  20. Dex: 12 (+1)
  21. Con: 14 (+2) (+3 for saves)
  22. Int: 11 (+0)
  23. Wis: 12 (+1)
  24. Cha: 20 (+5)
  25.  
  26. HP: 57/57
  27. AC: 14
  28. GP: 10
  29.  
  30. Equipment: Rapier, chest, map or scroll case (2), fine clothes, ink, ink pen, lamp, oil (2), paper (5), perfume, sealing wax, soap, maracas, leather armor, dagger. A set of traveler’s clothes, a diary, an ink pen, a bottle of ink, coin pouch, Rotor of Return, Gem of Brightness, Pot of Awakening
  31.  
  32. Race Feats: Autognome
  33.  
  34. History: A glitch caused you to forget your original programming. You don’t remember who made you or where you came from.
  35. Creature Type: Construct.
  36. Size: Small
  37. Speed: 30 feet.
  38. Armored Casing: Your base Armor Class is 13 + your Dexterity modifier.
  39.  
  40. Built for Success. You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. (3)
  41. Healing Machine. If the Mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). In addition, your creator designed you to benefit from several spells that preserve life but that normally don't affect Constructs: Cure Wounds, Healing Word, Mass Cure Wounds, Mass Healing Word, and Spare the Dying.
  42. Mechanical Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don't need to eat, drink, or breathe.
  43. Sentry's Rest. When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious.
  44. Specialized Design. You gain two tool proficiencies of your choice.
  45. Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate.
  46.  
  47. Background: Drifter (Astral Drifter)
  48.  
  49. Skills: Insight, Religion
  50. Two Languages
  51.  
  52. Feat: Divine Contact
  53. You gain the Magic Initiate feat from the Player’s Handbook and must choose cleric for the feat. In the Astral Sea, you crossed paths with a wandering deity. The encounter was brief and nonviolent, yet it made a lasting impression on you.
  54.  
  55. This deity saw fit to share one secret or obscure bit of cosmic lore with you. Work with your DM to determine the details of this knowledge and its impact on the campaign. Roll on the Divine Contact table to determine which deity you encountered, or work with your DM to identify a more suitable choice.
  56.  
  57. Magic Initiate: Cleric.
  58. Cantrips: Guidance, Light
  59. Spell: Bless
  60.  
  61. Class Feats: Bard
  62.  
  63. Bardic Inspiration: 1d8 x 5
  64. Jack of All Trades: All other skills +2
  65. Song of Rest: you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d8 hit points.
  66. Magical Inspiration: At 2nd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
  67. Expertise: Perception, Religion
  68. Font of Inspiration: Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
  69. Countercharm: At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
  70.  
  71. Spellcasting:
  72. Cantrips: Vicious Mockery, Mending, Prestidigitation, (Guidance, Sacred Flame)
  73. Slots: 4/4 first, 3/3 second, 3/3 third, 3/3 fourth, 1/1 fifth
  74. Spells known: 12
  75. Silvery Barbs, Bane, (Bless), Comprehend Languages, Enlarge/Reduce, Nathair’s Mischief, Heat Metal, Motivational Speech, Dispel Magic, Speak with Dead, Freedom of Movement, Polymorph, Mislead
  76.  
  77. ~College of Creation~
  78. Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.
  79.  
  80. Ability Check:
  81. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment.
  82. Attack Roll:
  83. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.
  84. Saving Throw:
  85. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point).
  86.  
  87. Performance of Creation
  88. You can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus.
  89. Once you create an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time. Size: Large or smaller. 180gp max
  90.  
  91. Animating Performance:
  92. as an action, you can target a Large or smaller nonmagical item you can see within 30 feet of you and animate it. The animated item uses the Dancing Item stat block, which uses your proficiency bonus (PB). The item is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 hit points, or until you die.
  93. In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the item can take any action of its choice, not just Dodge.
  94. When you use your Bardic Inspiration feature, you can command the item as part of the same bonus action you use for Bardic Inspiration.
  95. Once you animate an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again. You can have only one item animated by this feature at a time; if you use this action and already have a dancing item from this feature, the first one immediately becomes inanimate.
  96. Dancing Item: http://dnd5e.wikidot.com/bard:creation
  97.  
  98. Magic Items:
  99. Rotor of Return (5 points) (Acquisitions 222)
  100. Gem of Brightness (3 points)
  101. Pot of Awakening (1 point)
  102.  
  103. Backstory:
  104. “I-I-I’ve always WONDERED, y’know? About my GRANDD purpose. Am I cursed to wander the Twilight Sands until I can’t any longer?? It’s all I remember, y’know? Endless sand, EVERYWHERE, getting into every tiny hole and CREVASSE! It’s annoying, but so, sooo ROUGH.”
  105.  
  106. “There’s something on the TIPPITY tip of my tongue. Something important I’m forgetting… But. What? H-huh? You guys are l-looking for the fallen GOD of VISION?? Seer of all TRUTH and ENDLESS POSSIBILITY??? Maybe he has answers for little old ME! Me? O-oh, I don’t have a name, really. It’s been so long, I think I’ve forgotten what I was originally called. But, uh. Call me GRIT. That’ll make me happy.”
  107.  
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