Sol'chi (Level 15 Eredar Bard)
Ancestry: Eredar | Culture: Mixed Culture (Despotic / Artistic / Collegiate) | Background: Far Traveler | Destiny: Excellence \ ??? (Current) |
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
---|---|---|---|---|---|
12 (+1) | 14 (+2) | 14 (+2) | 16 (+3) | 8 (-1) | 18 (+4) |
Hit Points: 108 | Proficiency Bonus: +5 | Size: Medium | Movement: 30 ft. |
Languages: Culture: Eredun, Orcish | Feats: Darnassian, Titanic | Downtime/Other: Common
Senses: Darkvision 60 ft., Passive Perception 14, Passive Investigation 18
Resistances: Arcane, Fire
Ancestry Features
Culture Features
Background Feature
All Eyes on You
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
Destiny Features
Source of Inspiration
Failure is the Best Teacher. Every failed attempt is a chance for growth, and make your breakthroughs shine brighter. You gain inspiration whenever the DM calls for you to make an ability check, attack roll, or saving throw and the final result of the d20 roll is a natural 1 or a natural 20.
Inspiration Features
Practiced Edge. A perfected technique is often the difference between victory and defeat. After you roll an ability check, attack roll, or saving throw but before you know the outcome, you may spend your inspiration to add a +5 bonus to that roll.
Fulfillment Feature: A Technique Perfected (Conjuration)
You know magnificent mansion, plane shift, and teleport, and they do not count against your maximum spells known. If you replace them using spell mastery or when you level up, you must replace them with another spell from the same school.
Proficiencies
◇ | Strength Saving Throw | 1 |
---|---|---|
◆ | Dexterity Saving Throw | +7 |
● | Acrobatics | +7 |
★ | Sleight of Hand | +12 |
● | Stealth | +7 |
◇ | Charisma Saving Throw | +4 |
● | Athletics | +9 |
★ | Deception | +14 |
● | Intimidation | +9 |
● | Performance | +9 |
★ | Persuasion | +14 |
◆ | Constitution Saving Throw | +7 |
◆ | Intelligence Saving Throw | +8 |
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★ | Arcana | +13 |
● | History | +8 |
★ | Investigation | +13 |
○ | Medicine | +3 |
○ | Nature | +3 |
● | Religion | +8 |
◇ | Wisdom Saving Throw | -1 |
○ | Animal Handling | -1 |
● | Insight | +4 |
● | Perception | +4 |
○ | Survival | -1 |
● | Artisan: Alchemy Supplies |
● | Artisan: Glassblower Tools |
● | Artisan: Interfacing Tools |
● | Artisan: Jeweler Tools |
● | Artisan: Mason Tools |
● | Artisan: Smith Tools |
● | Artisan: Weaver Tools |
● | Artisan: Tinker Tools |
● | Gaming: Strategy Games |
● | Frontier: Herbalism Kit |
● | Instrument: Singing |
● | Instrument: Strings |
● | Vehicle: All |
Light Armor | |
Simple weapons, Martial weapons |
Proficiency Sources: Culture: Investigation, Glassblower's Tools, Interfacing Tools, Jeweler's Tools Background: Sleight of Hand, Air Vehicles, Land Vehicles Bard Class: Dexterity Saving Throws, Intelligence Saving Throws, Acrobatics, Athletics (Lore), Insight, Perception (Lore), Performance, Stealth (Lore), Strategy Games, Singing, Strings Intelligence Bonus: Arcana, Intimidation Talents: Deception, Persuasion, Religion Feats: Alchemy Supplies, Herbalism Kit, History, Mason Tools, Sea Vehicles, Tinker's Tools, Weaver Tools Downtime/Other: Smith's Tools |
Class Features
Bard (College of Lore) 14
Bardic Inspiration | Font of 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 see or hear you. That creature gains one Bardic Inspiration die, a d12.
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 4 times. You regain any expended uses when you finish a short or long rest.
Jack of All Trades
You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
College of Lore: Bonus Proficiencies
You have proficiency in the Athletics, Perception, and Stealth skills.
College of Lore: Cutting Words | Improved Cutting Words
You learn how to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself succeeds on an Ability Check or Attack Roll, you can use your Reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll, potentially turning it into a failure. Alternatively, you can use this ability to reduce a damage roll by the amount rolled.
whenever you use your Cutting Words feature on a creature, you can deal psychic damage to that creature equal to the number rolled on the Bardic Inspiration die plus 4.
Expertise (Deception, Persuasion & Investigation, Arcana)
Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiencies.
College of Lore: Additional Universal Secrets
You know the devastating hand and beacon of hope spells.
Battle Hymn
You gain the ability to use musical notes or words of power to influence the battlefield in myriad ways. As a Bonus Action, you can start one of the following performances that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you gain a benefit based on the battle hymn being performed. 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).
Universal Secrets
- You know the exorcism spell.
- You know the blessing of kings spell.
- You know the hibernate spell.
- You know the dark star spell.
College of Lore: Peerless Skill
When you make an ability check, you can expend one use of Bardic Inspiration, roll a Bardic Inspiration die, and add the number rolled to your ability check. If the check fails, the Bardic Inspiration isn't expended.
Supernatural Gifts
Feats
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Talents
Adventuring Tricks (Bard): 5 | Feats: 6 |
Bard
Mystic Resonance (Bard)
When you or a companion that can hear you casts a ritual spell, its duration is doubled and it affects twice the usual number of targets.
Renaissance Man: Warlock (Bard)
Whenever you learn a new bard Adventuring Trick or replace an existing one, you can choose from warlock talents.
Gaze of Two Minds (Warlock)
You can use a Bonus Action to touch a willing creature with an Intelligence of 8 or higher and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn.
While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature's space.
Extraplanar Etiquette: Fiends (Warlock)
You are familiar with the intricacies of fiends, and you have Advantage on Charisma checks made to interact with them or Intelligence checks to recall lore about them. Additionally, you gain proficiency in the Religion skill.
Beguiling Influence (Warlock)
You gain proficiency in the Deception and Persuasion skills.
Feats
Attunement Expert (Cross-Discipline Study: Artificer)
You may spend 10 minutes to attune to an item, or helping a friendly creature do the same. You can use this ability 5 times. You regain all expended uses when you finish a Long Rest.
Case Study (Cross-Discipline Study: Wizard)
By spending 1 minute studying a living creature you can see, you can learn one of the following chosen by the GM: One part of the creature's alignment (good/evil or law/chaos, not both), one of the creature's bonds, or one of its flaws.
Whenever you make a successful Intelligence check, you gain a +2 bonus on subsequent Intelligence checks you make that relate to the same topic. These bonuses stack with multiple successes (to a maximum equal to your proficiency bonus), but a failed check reverts this bonus back to 0.
Armor of Shadows (Eldritch Adept: Warlock)
You are under the constant effects of the mage armor spell. This magical effect cannot be dispelled.
Portents and Portals (Eldritch Adept: Warlock)
You automatically know when you are within 1 mile of a portal or gateway to another plane, even if it is inactive or malfunctioning (but not destroyed). You have Advantage on checks made to locate portals you sense, and you add +10 to any checks you make to stabilize, activate, or open it.
Mask of Many Faces (Natural Charm: Warlock)
You can cast disguise self without spending mana.
Inscrutability (Natural Charm: Warlock)
You can’t be targeted by divination magic or perceived through magical scrying sensors.
Acquired Knowledge (Prodigy: Adept)
Your are proficient in herbalism kit, Tinker's Tools, and can read, write, and speak Titanic.
Spells
Total Mana: 94 | Casting Stat: Charisma | Spell DC: 17 |
Cantrips
- Ray of Frost (Ancestry)
- Mage Hand
- Mending
- Mind Sliver
- Prestidigitation
1st-Level Spells
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2nd-Level Spells
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3rd-Level Spells
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4th-Level Spells
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5th-Level Spells
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6th-Level Spells
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7th-Level Spells
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8th-Level Spells |
Reserved Spells
1st-Level Spells |
2nd-Level Spells |
3rd-Level Spells |
4th-Level Spells |
5th-Level Spells |
6th-Level Spells |
Ritual Book
1st-Level Spells
- Comprehend Languages (Feat)
- Detect Magic (Feat)