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Minnifred Stormcandle Halfling Creation Bard, Grandma Pirate Chef


Semety

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Fred.png.12889633d1c3f39b1a1c6e427a7cf6ac.png

Minnifred "Fred" Stormcandle

Bard, School of Creation 5

Small Humanoid Halfling (Mark of Hospitality), Chaotic Good


Armor Class: 15

Hit Points: 40 (5d8+2)

Speed: 25' ft.


Senses: Passive Perception (14)

Languages: Common, Halfling

Proficiency Bonus +3

Description:

Fred's youthful spirit belies her age. Buckteeth peek out from her mischievous grin, somewhere at the height of a short table. Freckles are smattered across her lightly tanned skin, which has very few wrinkles aside from some crow's feet at the corners of her large, dark eyes. Short, once light brown curls have faded to a soft blonde. Her pirate years have not left many visible scars, or at least none that show over what her clothes cover, but she does tend to be a little overstocked on things that might be useful, and to still wear some armor even if she's wearing fine clothes. She's accompanied by her "parrot" Polly mostly everywhere she goes, and refuses to acknowledge the fact that Polly is a chicken.

Age: 156 (Human Equivalent ~65), Height: 2'9", Weight: 37lbs


Story:

Minnifred "Fred" was the den mother to a bunch of Robin Hood style pirates, and wife of the fearsome goliath pirate, Captain Bartholomew "Stormhands". Their ship, the Stormwrack, was known throughout the Storm Coast as a ship for the rich to fear, partly because of their deeds and partly because of great advertising. Sometimes they'd even send "raiding parties" onto land, gathering up urchins and the poor, taking them out to sea for a feast and a chance of a better life, at sea if they wished, or in a different country.

She's been on Toril with her family and crew since her husband mistook a bag of holding for a sock, and that lead to a tear through to the Astral Plane when the laundry was done. Instead of their ship being destroyed, the Stormwrack was thrown from Eberron to Toril.

Fred's son, Harriet, took over after the death of his father to a monstrous kraken. And though the Stormwrack managed to defeat the beast, adding to their notoriety, Fred began to consider retiring. She has plans to start a fish and chips restaurant/tavern in one of the big cities, a place for people to gather, make new friends, and enjoy the sea while on land.

While she was in Baldur's Gate for her grandchild, Finch's, wedding, she was also scouting out possible locations for this restaurant.

Some notable events that Fred might reminisce about include:

Following a treasure map that turned out to be a grocery list. The crew ended up with a hold full of spices, exotic fruits, and enough cheese to last a lifetime.

An adventure gone wrong led the crew face-to-face with the legendary Chupacabra. It turned out the beast was just a very large, very lost opossum with a taste for Captain Stormhands' socks.

Polly won her place at Fred's side by winning the Parrot Talent Show put on by the Stormwrack. She neglects to mention that none of the parrots were actual parrots, and in fact the other contestants were more chickens, a goat, a bag of flour with a picture of a bird, and a dead seagull.


Personality:

A feisty little lady with a sharp wit and sharper tongue, Fred sometimes seems to have never left her sea-faring pirate life no matter her actual physical location. She values family and the idea that anyone can be family through cooperation, even if some people might need sense knocked into them first.

She's always ready with a word of encouragement and a fish cake. Fred tends to think that big people need to be stuffed to be healthy. Though she tends to find ways to add seafood to every meal, including dessert (fish bones make good jello).

Tavern brawls are a great way for people to let off steam, as long as they don't get carried away and forget to make up and have a good drink after. Maybe two or three - this granny can handle her ale.

She has a fondness for, most likely exaggerated, stories of the fish that got away or the adventures of her family, though she rarely thinks to include herself in these tales except as an observer.

ABILITIES & SKILLS
Proficiency Bonus: +3


Strength 8 (-1)
Save -1
Athletics +2


Dexterity 16 (+3) 
Save +6
Acrobatics +4 | Sleight of Hand +4 | Stealth +4


Constitution 14 (+2)
Save +2
No skills associated.


Intelligence 10 (0)
Save 0
Arcana +1 | History +1 | Investigation +1 | Nature +1 | Religion +1


Wisdom 12 (+1)
Save +1
Animal Handling +2 | Insight +7 (E) | Medicine +2 | Perception +4 | Survival +2


Charisma 16 (+3) 
Save +6
Deception +4 | Intimidation +6 | Performance +4 | Persuasion +9 (E)

* (E) denotes expertise. / Bold denotes proficiency.

PROFICIENCIES & ABILITIES


PROFICIENCIES

  • Tools: Navigator's Tools, Vehicles (Water), Cook's Utensils
  • Instruments: Drum, Concertina, Hurdy-Gurdy
  • Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
  • Armors: Light Armor
  • Languages: Common, Halfling

BARD FEATURES

Bardic Inspiration (d8)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 d8.
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. You regain any expended uses when you finish a short or long rest.
3/3 per rest | Jack of All TradesYou can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. | Song of RestIf you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points. | Magical InspirationIf a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost. | Mote of PotentialWhenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.

When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:

Ability Check. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment.

Attack Roll. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.

Saving Throw. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier.
|Performance of CreationAs an action, you can channel the magic of the Song of Creation to create one non-magical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 20 times your bard level (100gp), and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus (3 hours).
Once you create an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.
1/1 free per long rest


RACIAL TRAITS

LuckyWhen you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. | BraveYou have advantage on saving throws against being frightened. | Halfling NimblenessYou can move through the space of any creature that is of a size larger than yours. | Ever HospitableWhen you make a Charisma (Persuasion) check or an ability check involving brewer's supplies or cook's utensils, you can roll a d4 and add the number rolled to the ability check. | Innkeeper's MagicYou know the Prestidigitation cantrip.
You can also cast the Purify Food and Drink and Unseen Servant spells with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish long rest. Charisma is your spellcasting ability for these spells.
(Purify Food and DrinkCasting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
All non-magical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
1/1 per long rest) (Unseen ServantCasting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of string and a bit of wood)
Duration: 1 hour
This spell creates an invisible, mindless, shapeless, Medium 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.
1/1 per long rest | Spells of the MarkIf you have the Spellcasting or the Pact Magic class feature, the following spells are added to the spell list of your spellcasting class
1st Goodberry, Sleep
2nd Aid, Calm Emotions
3rd Create Food and Water, Leomund's Tiny Hut
4th Aura of Purity, Mordenkainen's Private Sanctum
5th Hallow


FEATS

Magic Initiate: SorcererYou learn two cantrips of your choice from the Sorcerer spell list.
In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

Your spellcasting ability for these spells is Charisma.
| ChefIncrease your Constitution or Wisdom by 1, to a maximum of 20.

You gain proficiency with cook's utensils if you don't already have it.

As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.

With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

 

WEAPONS


Rapier (Finesse/5'), +6, 1d8+3

Dagger (Finesse, Light, Thrown/5'-20'-60'), +6, 1d4+3

Belaying Pin (Light/5'), +2, 1d4-1

Silvered Hand Crossbow (Light, Loading/30'-120'), +6, 1d6+3

Ammo - Silvered Bolts (20/20)

 

 

EQUIPMENT


MONEY POUCH

Copper: 2 | Silver: 1 | Gold: 76 | Electrum: 0 | Platinum: 20


EQUIPMENT READIED

  • Armor - Studded Leather Armor (AC 12 + Dex Mod), Common Clothes
  • Weapons - Rapier, Silvered Hand Crossbow & Bolts (20), Dagger, Belaying Pin
  • Readied Items - +1 Rhythm-Maker's Drum*, Healer's Kit, Signal Whistle, Healing Potion (2d4+2, 2), Polly the "Parrot" (Chicken)

EQUIPMENT STORED

Stored items can be retrieved with an action.

  • In Backpack - Diplomat's Pack (Fine Clothes, Bottle of Ink, Ink Pen, Sheets of Paper (5), Vial of Perfume, Sealing Wax, Soap), Glass jar containing lard with a label that reads "Griffon Grease", Steel Mirror, Piece of Chalk, Fishing Tackle, 5 Candles, Mess Kit, Rations (5 days)
  • Strapped to Backpack - Concertina, Silk Rope (50'), Cook's Utensils, Navigator's Tools, Tinderbox, Blanket & Bedroll, Waterskin, 2 Scroll Cases, Lamp & Flasks of Oil (2)

* Denotes magic item (see below)

MAGIC ITEMS


NON-ATTUNED

 


ATTUNED (1/3)

+1 Rhythm-Maker's DrumWhile holding this drum, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your bard spells.
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.
(1/1)

 

SPELLS


SPELL SLOTS 

  • Bard - Spell Save DC: 14 (+1) | Spell Attack Mod: +6 (+1) | Spells Known: 8 | Spell Slots: 4, 3, 2

CANTRIPS (Bard)

PrestidigitationCasting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
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 non-magical 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.
(from Lineage), MendingCasting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
, Vicious MockeryCasting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
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 2d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
, Mage HandCasting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

(Magic Initiate: Sorcerer)
Minor IllusionCasting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
, Mind SliverYou drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 2d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.


SPELL KNOWN (Bard):

1st: GoodberryCasting Time: 1 action
Range: Touch
Components: V, S, M (a sprig of mistletoe)
Duration: Instantaneous
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
(from Lineage), Faerie FireCasting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
, Healing WordCasting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.
, Dissonant WhispersCasting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

2nd: AidCasting Time: 1 action
Range: 30 feet
Components: V, S, M (a tiny strip of white cloth)
Duration: 8 hours
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
(from Lineage), Silence (R)Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
, SuggestionCasting Time: 1 action
Range: 30 feet
Components: V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: Concentration, up to 8 hours
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your companions damage the target, the spell ends.

3rd: Leomund's Tiny Hut (R)Casting Time: 1 minute
Range: Self (10-foot-radius hemisphere)
Components: V, S, M (a small crystal bead)
Duration: 8 hours
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

(Magic Initiate: Sorcerer):

1st: Feather FallCasting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range: 60 feet
Components: V, M (a small feather or a piece of down)
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
(1/1 Free uses per long rest)

 

BACKGROUND - Sailor (Pirate)


Personality Traits: To me, watching a tavern brawl, followed by a hearty meal for everyone involved, is a nice way to get to know a new city. I do enjoy sailing into new ports and making new friends over a flagon of ale. I stretch the truth for the sake of a good story.

Ideals: Family Aspiration - Someday, I'll own my own ship-themed restaurant and be the matriarch to all the youngsters.

Bond: I'm loyal to my family, both of blood and ship.

Flaws: I couldn't hide my emotions and opinions even if I wanted to, and I don't want to.


Background Feature: Bad Reputation
No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

 

 

Edited by Semety
learned healing potions were mundane equipment and added 2 (see edit history)
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This looks great. Love the story, you are definitely striking the right wavelength.

One thing, with Mark of Hospitality being used, this would be an Eberron native. What is her motive to save Toril, should it come under attack?

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Posted (edited)

@Cointhief Oh, shoot, I didn't realize they were different planes. I thought Eberron was another continent.

Her husband mistook a bag of holding for a sock, and that lead to a tear through to the Astral Plane when the laundry was done. Instead of their ship being destroyed, the Stormwrack was thrown from Eberron to Toril.

 

Or I can just change her race I guess, it just felt thematically appropriate.

Edited by Semety (see edit history)
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Yes, either race change or story change works. Again, its just important that if a threat to Toril should arise, your character feels motivated to do something about it.

Magic item is fine also.

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  • 2 weeks later...
 

Minnifred "Fred" Stormcandle Mark of Hospitality Halfling Bard (Creation) 5 spacer.png


AC: 15 (studded leather) | HP: 40/40 | Initiative: +4 | Passive Perception: 14 
Spell Slots: Extra 1-1-1Purify Food and Water
Unseen Servant
Feather Fall
1st 4/4, 2nd 3/3, 3rd 2/2 | Spell Attack: +6 (+7 Drum) | Spell DC: 14 (15 Drum)
Bardic Inspiration: 3/3 | Performance of Creation: 1/1 free | Inspiration: 1/1


Excuse you, Polly likes crackers. (text, text, text)

OOC

...

     

 

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