8.1 KiB
Alicia
Abilities
| HP | AC | Speed | Initiative |
|---|---|---|---|
| 35 | 11 | 30 | +1 |
Stats
| Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma | |
|---|---|---|---|---|---|---|
| Stats | 12 | 11 | 13 | 13 | 11 | 14 |
| Modifier | +1 | 0 | +1 | +1 | 0 | +2 |
| Saving throw | +1 | +2 | +1 | +1 | +0 | +4 |
Skills
| # | Skill | Ability |
|---|---|---|
| +1 | Acrobatics | DEX |
| +1 | Animal Handling | WIS |
| +2 | Arcana | INT |
| +2 | Athletics | STR |
| +3 | Deception | CHA |
| +3 | History | INT |
| +2 | Insight | WIS |
| +3 | Intimidation | CHA |
| +2 | Investigation | INT |
| +1 | Medicine | WIS |
| +2 | Nature | WIS |
| +1 | Perception | WIS |
| +4 | Performance | CHA |
| +3 | Persuasion | CHA |
| +2 | Religion | INT |
| +1 | Sleight of Hand | DEX |
| +1 | Stealth | DEX |
| +1 | Survival | WIS |
Spells
Bardic Spellcasting
| Ability | Attack | Spell DC |
|---|---|---|
| +2 | +4 | 12 |
Cantrips
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Thunderclap Casting Time: 1 action
Range: Self (5-foot radius)
Components: S
Duration: InstantaneousYou create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.
At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
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Light
Inventory
Money
| CP | SP | EP | GP | PP |
|---|---|---|---|---|
| 0 | 0 | 0 | 1 | 19 |
Conversion rate 100 copper = 10 silver = 2 electrum = 1 gold = 1/10 platinum
Items
- Weapons
- Greataxe - Hurdy Gurdy
- Consumables
- Potion of Fire Breath
- Potion of Water Breathing
- Keoghtom's Ointment (4/4)
- action -> swallow or apply to skin to heal 2d8+2, cures poison, cures disease
- Loot
- Art (7) 25 GP/ a piece
Features
Bardic
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Bardic inspiration (2/2) 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. 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 GM 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 a number of times equal to your Charisma modifier (a minimum of once).
You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
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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.
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.
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Spellcasting You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.
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Cantrips
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
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Spell Slots
The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
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Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the bard spell list.
The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
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Spellcasting Ability
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
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Ritual Casting
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
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Spellcasting Focus
You can use a musical instrument (see Adventuring Gear)) as a spellcasting focus for your bard spells.
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Barbarian
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Rage
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In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:
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You have advantage on Strength checks and Strength saving throws.
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When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
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You have resistance to bludgeoning, piercing, and slashing damage.
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If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
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Unarmored Defence While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
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Reckless Attack Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation.
When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
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Danger Sense At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.