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Bok_Choi

Phoenix

Oct 24th, 2021
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  1. Race: Human
  2. Class: Bard, College of Eloquence
  3. Name: Phoenix
  4. Sex: M
  5. Alignment: Chaotic Good
  6. Age: 30
  7. Background: Lawyer
  8. Saving Throws: Dex, Cha
  9. Skill Proficiencies: Deception, Sleight of Hand, Stealth, Medicine, Persuasion, Performance
  10. Tool Proficiencies: Light armor, Simple weapons, hand crossbows, longswords, rapiers, shortswords, three musical instruments, calligrapher’s supplies
  11. Languages: Common, Elvish, Dwarvish
  12. Proficiency Bonus: 3
  13.  
  14.  
  15. ~Race: Human~
  16.  
  17. Medium
  18. 30ft speed
  19. Skill: Performance
  20.  
  21. ~Feat: Metamagic Adept~
  22.  
  23. You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. (Twinned Spell, Quickened Spell)
  24.  
  25. You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
  26.  
  27.  
  28. ~Background: Plaintiff~
  29.  
  30. Personality: I have always tried to make the best of a bad situation.
  31. Ideal: Freedom. People must have the freedom to do what they want and pursue their dreams.
  32. Bond: My legal counsel is my best friend. I owe all my forthcoming opportunities to their hard work.
  33. Flaw: Sleep is for the weak. We need to keep training more if we're going to be ready for the challenges ahead.
  34.  
  35. Feature: Legalese
  36. Your experience with your local legal system has given you a firm knowledge of the ins and outs of that system. Even when the law is not on your side, you can use complex terms like ex injuriajus non oritur and cogitation is poenam nemo patitur to frighten people into thinking you know what you're talking about. With common folks who don't know any better, you might be able to intimidate or deceive to get favors or special treatment.
  37.  
  38.  
  39. ~Class: Bard, College of Eloquence~
  40.  
  41. Spellcasting: 3 Cantrips, 9 known, 4 1st level, 3 second level, 3 third level
  42.  
  43. Cantrips: Vicious Mockery, Mage Hand, Prestidigitation
  44. Spells: Faerie Fire, Heroism, Hideous Laughter, Sleep, Aid, Gift of Gab, Silence, Dispel Magic, Bestow Curse
  45.  
  46. Spell Save DC (8+prof+cha): 16
  47. Spell Attack: 8
  48.  
  49. Bardic Inspiration (Objection!): (5/5, 1d8)
  50. 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.
  51.  
  52. 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.
  53.  
  54. 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.
  55.  
  56. Jack of All Trades: Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
  57.  
  58. Song of Rest: Beginning at 2nd level, 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 1d6 hit points.
  59.  
  60. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
  61.  
  62. Expertise: Persuasion, Deception (+11)
  63.  
  64. 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.
  65.  
  66. 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).
  67.  
  68.  
  69. ~College of Eloquence:~
  70.  
  71. Silver Tongue (Gotcha!): You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10. (Minimum 10+11=21)
  72.  
  73. Unsettling Words (Take That!): You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.
  74.  
  75. Unfailing Inspiration (Overruled!): Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.
  76.  
  77. Universal Speech: You gain the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour. Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot of any level to use it again.
  78.  
  79.  
  80. ~Stats~
  81. (17, 17, 16, 11, 11, 11)
  82.  
  83. Str: 11 (+0)
  84. Dex: 18 (+4)
  85. Con: 16 (+3)
  86. Wis: 11 (+0)
  87. Int: 11 (+0)
  88. Cha: 20 (+5)
  89.  
  90. Level 6
  91. HP: 43/43
  92. AC: 15
  93. GP: 20
  94.  
  95. Equipment: Artisan tools, fine clothes, rapier, diplomat’s pack (Chest, map or scroll case (2), fine clothes, ink, ink pen, lamp, oil (2), paper (5), perfume, sealing wax, soap), viol, leather armor (11+dex), dagger
  96.  
  97. Backstory: idk
  98.  
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