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{colsp=7}Half-Drow
{colsp=7}Bard (10) / College of Valor
[Table=head;width=100]{colsp=2}Attribute Mod
Str|+0
Dex|+3
Con|+2
Int|+0
Wis|+0
Cha|+4
{colsp=2}[URL="https://www.rpgcrossing.com/profiler/view.php?id=86308"]Sheet[/URL]
[/Table]|[Table=head;width=100]HP
[COLOR="LimeGreen"]81[/COLOR]/81[/Table][Table=head;width=100]AC
19 (21)[/Table][Table=head;width=100]Bardic Inspiration
4/4[/Table][Table=head;width=100]Prof Bonus
4[/Table]|[Table=head;width=100]Passive Percep
14[/Table][Table=head;width=100]Initiative
+3[/Table]|[Table=head;width=110]Spell Save DC
12[/Table][Table=head;width=110]Spell Attack
4[/Table]|[Table=head;width=120]{colsp=2}Key Skills
Aracana|4
Deception|8
Insight|4
Perception|4
Persuasion|8
Stealth|7[/Table]|[Table=head;width=130]Languages
Common, Undercommon, Draconic, Goblin, Elvish
[/Table][Table=head;width=130]Senses
Darkvision[/Table][Table=head;width=130]Homeland
Silverymoon[/Table]|[url=
https://postimg.cc/mtJbcCSc][i...-Bard.jpg[/img][/url]
{colsp=2}[TT="[IMG]
https://image.ibb.co/geE3Hy/23...d]{colsp=2}Equipment
Cash on Hand: 100gp in various coins
Diplomat's Pack (Emblem of the Lord's Alliance)|
Lord's Alliance Codebook|
Common Clothes|
Lord's Alliance Badge|
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Uncommon Item[/COLOR] Efficient Quiver|
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Uncommon Item[/COLOR] Mithril Half-Plate with Exquisite Quality|
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Rare Item[/COLOR] +2 Rapier (finessed)|
Burglar's Pack: Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.|
Mess Kit|
Signal Whistle|
Steel Mirror|
2 Pieces of Chalk|
2 Pieces of Coal|
10 Sheets of Paper (in waterproof Mapcase)|
Guildswoman Outfit (slacks/blouse/boots/gloves)|
Traveling Outfit|
Exquisite Outfit (Gown fit for a royal ball with makeup, perfume, appropriate jewelry, shoes, and hair ornament)|
Fishing Tackle|
Riding Horse with Saddlebags and standard Saddle|
Leather Armor (unused starting equipment)|
Rapier (unused starting equipment)|
Runes on Hand:Pre-Crafted Runes: 1x Leomund's Tiny Hut (500gp); 1x Silence (250gp); 5x Identify (125gp); 5x Detect Magic (125gp); 1x Comprehend Languages (25gp); 1x Illusory Script (25gp); 1x Speak with Animals (25gp); 3x Unseen Servant (75gp)
[/TABLE][/TT][hr][/hr]Equipment|{colsp=2}[TT="[IMG]
https://image.ibb.co/ccVw4d/e2...=head]{colsp=2}Songs Known
Cantrips: Friends, Minor Illusion, Prestidigitation, Vicious Mockery
Magical Secrets: Armor of Agathys; Green-Flame Blade; (May switch AoA for Shield of Faith)
Level 1 (4/day): Dissonant Whispers, Healing Word, Faerie Fire, Tasha's Hideous Laughter
Level 2 (3/day): Heat Metal, Shatter, Silence, Suggestion
Level 3 (3/day): Bestow Curse, Fear
Level 4 (3/day): Compulsion, Greater Invisibility, Polymorph
Level 5 (2/day): Mass Cure Wounds, Raise Dead
[/TABLE][/TT][hr][/hr]Spells|{colsp=2}[TT="[IMG]
https://image.ibb.co/h53ijd/71...TABLE=head;width=400]
Ritual Rune-Casting: You can cast any bard spell you know as a rune if that spell has the ritual tag. See PC Sheet for details |
Bardic Inspiration: 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 d10 - PC has 10 min to use it |
Jake 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.
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 1d10 hit points. |
Expertise: At 10th level, you can choose four skill proficiencies to gain this benefit. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. |
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. |
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). |
Magical Secrets: By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the bard table, or a cantrip. |
College of Valor:|
Bonus Proficiencies: When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons. |
Combat Inspiration: Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses. |
Extra Attack: Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. |
Battle Magic: At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.[/TABLE][/TT][hr][/hr]Bard Abilities|[TT="[IMG]
https://image.ibb.co/if0PqJ/b2...TABLE=head;width=400]
Languages: Common (racial), Elvish (racial), Undercommon (racial), Goblin (background), Draconic (background) |
Skill Versatility:Dark Elf Magic: - You know the dancing lights cantrip and can cast it at will. Starting from 3rd level, you can cast the faerie fire spell once. Starting from 5th level, you can cast the darkness spell once. Charisma is your spellcasting ability for these spells. You regain expended uses of this trait when you complete a long rest.|
Dark Elf Weapon Training: - You are proficient with the rapier, scimitar, and hand crossbow. |
Fey Ancestry - You have advantage on saving throws against being charmed, and magic can’t put you to sleep.|
Darkvision - Thanks to your elf blood, you have superior vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray.|
Feat - Warcaster: Advantage on Saving Throws to maintain concentration; May cast spells while holding weapons in both hands (or weapon/shield); May use a spell for an AOO[/TABLE][/TT][hr][/hr]Racial Abilities
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