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Vell Forvoux - Tabaxi Bard


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Vell Forvoux

Tabaxi Bard 1
Medium humanoid, chaotic good

 


Armor Class 14
Hit Points 9 (1d8+1)
Speed 30 ft., climb 30 ft.


STR 10 (+0), DEX 18 (+4), CON 12 (+1), INT 16 (+3), WIS 11 (+0), CHA 18 (+4)


Saving Throws Dex +6, Cha +6
Skills Acrobatics +6, Deception +6, Investigation +5, Perception +2, Performance +6, Sleight of Hand +6, Stealth +6
Senses darkvision 60 ft., passive Perception 12
Languages Common, Undercommon


Feline Agility (1 uses). When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Actions

Bardic Inspiration (4/day)

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 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 a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.



Cat's Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 1d6 slashing damage.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+4 piercing damage.

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 1d8+4 piercing damage.

Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 1 bludgeoning damage.

Equipment Dagger, leather armor, Rapier, backpack, book, ink (1 ounce bottle), ink pen, little bag of sand, lute, parchment (10), small knife

 

Spellcasting Spell Attack +6 Spell DC 14

Cantrips

PrestidigitationPrestidigitation
Cantrip Transmutation

Casting Time: 1 action
Range: 10 feet
Target: See text
Components: V S
Duration: Up to 1 hour
Classes: Bard, Sorcerer, Warlock, Wizard
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Vicious MockeryVicious Mockery
Cantrip Enchantment

Casting Time: 1 action
Range: 60 feet
Target: A creature you can see and that can hear you within range
Components: V
Duration: Instantaneous
Classes: Bard
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

1st level

Cure WoundsCure Wounds
1 Evocation

Casting Time: 1 action
Range: Touch
Target: A creature you touch
Components: V S
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Paladin, Ranger
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.
Detect MagicDetect Magic
1 Divination

Casting Time: 1 action
Range: Self
Target: Self
Components: V S
Duration: Up to 10 minutes
Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
(R) IdentifyIdentify
1 Divination

Casting Time: 1 minute
Range: Touch
Target: One object that you must touch throughout the casting of the spell
Components: V S M (A pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
Classes: Bard, Wizard
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
(R) Unseen ServantUnseen Servant
1 Conjuration

Casting Time: 1 action
Range: 60 feet
Target: An unoccupied space on the ground within range
Components: V S M (A piece of string and a bit of wood)
Duration: 1 hour
Classes: Bard, Warlock, Wizard
This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
(R)



 

 

 

Edited by Unkabear (see edit history)
Name
Stat roll 1
13,13,14,14,14,11
repeat(drop(4d6,lowest),6) 1,3,4,6,3,4,4,5,2,4,5,5,4,4,4,6,2,4,5,5,2,2,3,6
Stat roll 2
15,11,9,16,11,16
repeat(drop(4d6,lowest),6) 2,4,5,6,1,2,3,6,2,3,3,3,5,5,5,6,2,3,4,4,1,4,6,6
Stat roll 3
16,10,11,17,17,11
repeat(drop(4d6,lowest),6) 3,4,6,6,1,1,4,5,2,2,4,5,1,5,6,6,1,5,6,6,1,2,3,6
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