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Jin Lin Thi - Heroic Entertainer


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e9skLqC.jpgName: Jin Lin Thi
Race: Half-Elf
Age: 19
Gender: Male
Class: Bard (leaning towards Lore Bard)/ Sorcerer (Divine Soul)
Background: Entertainer (Tool Mod)

MW Sheet
Adventure Log

Description: Coming in at about 5'6 and 134 Jin is a generally healthy looking teenage half elf who looks like he does well in whatever work or job he does. He keeps his appearance and clothes generally clean and neat but doesn't go out of his way to make himself look perfect. You might catch him chilling out playing his Lute, humming a tune or maybe even making some musicial notations. He's not royalty but he's not poor either.

Personality: Jin is a free spirited but kind young man. You need someone to help you out, he's there often pulling his fair share. You need a shoulder to cry on, he'll sing you a gentle tune to try and make you happy again. He does have his temperamental side however, you mess with him or his friends and he'll make sure things happens then play a taunting tune. He can forgive you for a minor mess with but do mind your jokes and pranks on him because he's believes in fair play. Jin loves to perform with an upbeat style and overall just wants people to get up and enjoy what life has for them but he's not one to take shit for long and while he'll only kill someone in self-defense he'll do his best to just to knock them out or let them run away with their tails between their legs but if it either the life of him and his friends versus them and there's no way to avoid it sorry player they and he come first.

Backstory: A local teenage musician of Waterdeep, Jin was born and raised in the Southern Ward and is a rather decently known Flute and Lute player in the Southern Ward but is also known to travel between the wards playing music for whatever tavern/hall will allow him to play. He tends to avoid the rougher parts of town and make's sure not to bother the elites or become a nuisance to the city guard.

Updated Story - Winter's Splendor:

Jin's musical knowledge managed to net him a ticket into an upcoming party at the Cassalanter Villa being hired as a backup instrumentalist for Aria Cavatina, the Angel of The Sword Coast, a very popular aasimar soprano. At the party Jin was enraptured by Aria but just as the singer was about to start a second song, something attacked her and caused her to fall forward. Jin being quick, rushed to catch the singer and managed to do so. However what he didn't realize was that attacking Aria was an imp and he was in range for an attack himself fortunately for him a swordswoman named Maltrise managed to bat the imp away from Aria and after Jin doused the imp with a sleeping spell. After binding the imp and checking Aria, the city guard rushed in to secure the scene. They deputized Jin, Maltrise and a wizard girl named Aldara to help him figure out where the imp came from. Upon finding a clue in the form of a page of the child's book, Jin managed to lock onto the Cassalanter's youngest daughter Elzerina and note that the girl seemed extremely fidgety. Jin being very polite and soothing suggested that the little girl had let the imp in out of the cold and played with it only for things to get out of hand and trouble to be made. Elzerina couldn't even hold Jin's gentle gaze before she bawled her little heart out admitting to what had happened saying that the book had been a gift and that imps had appeared and although one was nice, the other was a troublemaker and had scared her. Lady Cassalanter immediately comforted her daughter while Lord Cassalanter became angry at the imp and attempted to squeeze information out of it only for the imp to cut him and try to take off by turning into a spider, fortunately it got smashed by a foot before it got away. Jin asked Lady Cassalanter if he and the others could get access to the children's room to see if there were more imps to deal with and was given permission and escorted there. In the children's room they didn't find anything suspicious until Aldara familiar started yowing at the toy trunk, Jin went over figuring that the imp had hid in there, tapped it and commanded the imp to come out. The imp dressed up as a soldier revealed that it was on a mission to figure out a puzzle that was drawn in the children book and in the story itself. Taking several minutes, the group managed to figure out the puzzle was a ritual circle and using the children's toys made the small circle causing more imps to appear. However there was one problem, the ritual had to be done somewhere else, namely an altar in the City of the Dead, the local cemetery, where a statue of a winged female was. Updating the captain of the guard of this development and taking the imps and toys over there, Jin solved the puzzle properly however the bigger fiend that popped out killed all the imps after saying that they were supposed to bring the young girl and instead would take the group's souls. Not one to accept that, the group fought the bigger fiend and managed to defeat it almost losing Aldara due to Jin running out of magic during the fight and being unable to heal her. Fortunately, the commotion managed to attract someone who helped destroy the ritual circle using holy water and get aid for Aldara and help her recover. Back at the party, the captain of the city guard rewards Jin and the others for their assistance, Aria brings the party back to full swing and the Cassalanter also thank them for their aid and the tiefling butler slips them all a large pouch of gold coins for their work. Now marked as a hero of Midwinter and inspired by Aria, Jin continues playing in Waterdeep wondering what his next song will be about.


Statblock

Half Elf Bard/Sorcerer Divine Soul 3 CG 

AC 14 HP 19 Speed 30ft 

Str 8 (-1) Dex 16 (3) Con 12 (1) Wis 12 (1) Int 12 (1) Cha 16 (3)

Attacks
[b]Rapier[/b] +5 1d8+3
[b]Dagger[/b] +5 1d4+3
[b]Thunder Clap[/b] DC14 1d6
[b][/b]  
[b][/b]  

Features
Scores: 8, 15, 12, 11, 12, 14

Race - Half Elf
Racial Bonuses: +1 Dex, +1 Int +2 Cha (16, 12, 16)
Ability Score Increases: Your Charisma score increase by 2, and two other ability scores of your choice each increase by 1.
Age: Half-eves age at much the same rate as humans, reaching adulthood at the age of 20. They live much longer than humans, however, often exceeding 180 years.
Alignment: Half-elves share the chaotic bent of their elven heritage. They both value personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. They are good and evil in equal numbers, a trait they share with their human parents.
Size: Half-elves are more or less the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. Weight approximately 120 lbs
Darkvision: Thanks to your elven heritage, 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.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Skill Versatility: You gain proficiency in two skills of your choice. (Arcana and Insight)
Languages: You can read, speak, and write Common, Elven, and one language of your choice.

Background: Entertainer
You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life.

Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: Disguise kit, Thieves Tools
Equipment: Lyre, Love Letter, Costume, a belt pouch containing 15 gp

Entertainer Routines
A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer.
Instrumentalist
Singer
Dancer

Feature: By Popular Demand
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Free Feat: Magic Initiate - Sorcerer (Fire Bolt, Mage Hand, Shield)

Class - Bard

Basic Features
Hit Points
Hit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Flute Lute Lyre
Saving Throws: Dexterity, Charisma
Skills: Perception, Investigation, Stealth

Spellcasting
Cantrips
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.

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.

Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the bard spell list. You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots.

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.

Spellcasting Ability
Charisma is your spellcasting ability for your bard spells. 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

Ritual Casting
You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus
You can use a musical instrument as a spellcasting focus for your bard spells.

Bardic Inspiration
You can 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. 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.

Cantrips
Thunder Clap, Prestidigitation,
Spells
Healing Word, Cure Wounds, Thunder Wave, Sleep,

Multiclass: Sorcerer

Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips

You know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, learning a 5th cantrip at 4th level and a 6th at 10th level.

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your sorcerer 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 Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. 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 sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells. 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 sorcerer 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

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.

Subclass - Divine Soul

Divine Magic

Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Affinity: Good

Spell: Cure Wounds

Favored by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.

Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points
You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Spell Slot Level    Sorcery Point Cost
1st    2
2nd    3
3rd    5
4th    6
5th    7
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

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I will do that and I'll make sure to turn off auto add downtime days upon level up.

Edit: Update complete, I think I got it set but I have to go to work now so if you want to double check it, go ahead

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