Sol'chi (Level 18 Eredar Bard)

Ancestry: EredarCulture: Mixed Culture (Despotic / Artistic / Collegiate)Background: Far TravelerDestiny: Excellence \ ??? (Current)

Strength
12
+1
Dexterity
14
+2
Constitution
14
+2
Intelligence
18
+4
Wisdom
8
-1
Charisma
20
+5
Proficiency
+6
Bonus
Initiative
+2
Bonus
Max HP
129
Creature Type FiendSize MediumMovement 30 ft.

Languages Culture: Eredun, Orcish | Feats: Darnassian, Titanic | Downtime/Other: Common
Senses Darkvision 60 ft., Passive Perception 15, Passive Investigation 20
Resistances arcane, cold

Ancestry Features

Darkvision. 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 discern colors in that darkness only as shades of gray.
Twisted Legacy (Legacy of Val). You know the ray of frost cantrip. You also learn the ice barrier and detect thoughts spells. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a Long Rest.
Argussian Resistance. You have resistance to cold damage.
Paragon Trait: Magic Resistance. You have Advantage on saving throws against spells and other magical effects.

Culture Features

Saving Face (Despotic). You are careful not to show weakness in front of your allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +3). You can use this trait 6 times, and you regain all expended uses when you finish a Long Rest.
Artistic Expression (Sculpture). You gain proficiency with glassblower tools and you can always choose to use Charisma when making a Precision check.
Collegiate Cultural Training. You gain proficiency with interfacing tools and jeweler tools.

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

Proficiency Sources
Culture: Investigation, Glassblower Tools, Interfacing Tools, Jeweler Tools
Background: Precision, Cartographer Tools, Disguise Kit
Bard Class: Dexterity Saving Throws, Intelligence Saving Throws, Insight, Streetwise, Resilience, Deception, Convince, Insight, Arcana, Games of Chance, Oration, Instruments, Athletics/Perception/Stealth (Lore)
Artificer Class: Medicine, Thieves Tools
Intelligence Bonus: Leadership, Nature
Feats: Constitution Saving Throws (Resilient), Arcana/Religion/Convince/Deception (Natural Charm), History/ Precision/Herbalism Kit/Tinker Tools (Prodigy), Alchemist Supplies (Cross-Discipline Study), Mason Tools/Weaver Tools/Calligrapher Supplies (Crafter), Investigation (Detective), Drive (Ace Pilot), Forgery Kit/Harvesting Kit/Leatherworker Tools/Navigator Tools/Painter Supplies/Potter Tools (Skilled)
Downtime/Other: Smith Tools
Saving Throws
Strength+1
Dexterity+8
Charisma+5
Constitution+8
Intelligence+10
Wisdom-1
Skills
Animal HandlingInsightPrecision
ArcanaInvestigationReligion
AthleticsLeadershipResilience
ConvinceMedicineSociety
DeceptionNatureStealth
DrivePerceptionStreetwise
Tools & Arts
Artisan: Alchemist Supplies, Calligrapher Supplies, Cartographer Tools, Glassblower Tools, Interfacing Tools, Jeweler Tools, Leatherworker Tools, Mason Tools, Painter Supplies, Potter Tools, Smith Tools, Tinker Tools, Weaver Tools
Frontier: Harvesting Kit, Herbalism Kit, Navigator Tools
Roguish: Disguise Kit, Forgery Kit, Thieves' Tools
Gaming: Games of Chance
Performance Arts: Instruments, Oration
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, Martial weapons


Class Features

Bard (College of Lore) 17

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 hour, 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 5 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 5.

Expertise (Deception, Convince & Insight, 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).

Power Ballad. You tell a tale of heroic might. Creatures affected by this performance have Advantage on Strength saving throws.
Agile Anthem. You weave a story of incredible swiftness. Creatures affected by this performance have Advantage on Dexterity saving throws.
Drinking Song. You sing a shanty of unending endurance. Creatures affected by this performance have Advantage on Constitution saving throws.
Reasoned Refrain. You discharge a sonnet of logic and reason. Creatures affected by this performance have Advantage on Intelligence saving throws.
Mindful Melody. You present a production of bravery and sagacity. Creatures affected by this performance have Advantage on Wisdom saving throws.
Existential Encore. You spin an otherworldly tale of the nature of existence. Creatures affected by this performance have Advantage on Charisma saving throws.

Universal Secrets

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.

Artificer 1

Magical Tinkering

You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an Action and give it one of the following magical properties of your choice:

  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is 4. If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Supernatural Gifts

Feats

Talents

Adventuring Tricks (Bard): 6Feats: 7

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.

Mask of Many Faces (Warlock)

You can cast disguise self without spending mana.

Master of Myriad Forms (Warlock)

As an Bonus Action, you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen. You can add vestigial horns, tails, wings or other features, or remove existing ones, but you cannot benefit from their game effects if you do not have them. For example, a creature with natural wings who removes them with this spell loses its fly speed. You can also add or remove arms, legs, and other functional appendages, but you can never add more arms or legs than is normal for your ancestry. Your clothing and equipment aren't changed by this trait.

You stay in the new form until you use a Bonus Action to revert to your true form or until you die.

Portents and Portals (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 twice your proficiency bonus on any checks you make to stabilize, activate, open, or close it.

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 6 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.

Armor of Shadows (Eldritch Adept: Warlock)

You are under the constant effects of the mage armor spell. This magical effect cannot be dispelled.

Inscrutability (Eldritch Adept: Warlock)

You are immune to any effect that would sense your emotions or read your thoughts, as well as any divination spell that you refuse. Wisdom (Insight) checks made to ascertain your intentions or sincerity have Disadvantage.

Extraplanar Etiquette: Fiends (Natural Charm: 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 (Natural Charm: Warlock)

You gain proficiency in Convince and Deception.

Acquired Knowledge (Prodigy: Adept)

Your are proficient in the herbalism kit, tinker tools, and can read, write, and speak Titanic.

Spells

Total Mana: 94Casting Stat: CharismaSpell DC: 19

Cantrips

1st-Level Spells

2nd-Level Spells

3rd-Level Spells

4th-Level Spells

5th-Level Spells

6th-Level Spells

7th-Level Spells

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