Clarabelle the Cold - White Dragonborn Bard
AC: 15 HP: 13/13 Spell Slots: 2(3)/- Dragon Breath: 2/2 Bardic Inspiration: 1/3 DM Inspiration: 1 PP: 12
Clarabelle smiled at Faith's description. "Oh, my that sounds delicious. I don't suppose that we will get anything that nice to eat for a good long while. Thank you both for the info on mushrooms. This world is so fascinating. I would also like to check out the fungus. Lets stay together. It is safer that way." She says as she looks around her. It is clear that the finds this all so new and exciting, but she has learned a little caution from her last time in a cave and sticks with the group.
Character Sheet
Clarabelle the Cold - White Dragonborn Bard 2
___________________________________________________
Str 8 (-1) Dex 16 (+3) Con 10 (+0) Int 12 (+1) Wis 13 (+1) Cha 16 (+3)
Passive Perception 12 Initiative +3 Features: Feywild Connection Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild.
Fey Mark You were transformed in some small way by your stay in the Feywild and gained a fey mark.
Your scales sparkle with faerie dust
Feywild Visitor Whenever you’re sound asleep or in a deep trance during a Long Rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit’s form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM’s discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can’t speak that language normally.
Faerie Dragon
___________________________________________________
Rapier +5 attack, 1d8+3 Piercing
Vicious Mockery DC13 WIS 1d4 Psychic Thunderwave DC13 DEX 2d8 Thunder 15 ft cone.
___________________________________________________
Proficiency +2 Saving Throws Dexterity +5, Charisma +5
___________________________________________________
___________________________________________________ Breath Weapon (2/2 per long rest). When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Damage Resistance. You have resistance to cold damage.
___________________________________________________ Bardic Inspiration (1/3 per long rest) 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. 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.
Jack 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 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.
|
Equipment ___________________________________________________ General Inventory (69.4 lbs.)
A petrified mouse --
Candles (5) --
Encumbrance Max Load: 120 lbs. (15 x STR) Current Weight: 69.4 lbs. |
Spells
Bard Spells
Minor Illusion [30 ft.][C]
Healing Word [60 ft.] Thuderwave [15ft Cone] |