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Mahtar Lyyren Illuvitesh


LucianV

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Mahtar Lyyren Illuvitesh
Co-Founder of The Elden Ring, Chronicler of Zobeck

Race
River Elf

Class
Wizard
(Bladesinging) 4
Bard
(College of Echoes) 3
 
Age
499
 
Sex
Male

Height
6'1"

 

Weight
142 lbs

Hair
Light Auburn
 

Eyes
Sea Foam Green
 

Background
Collegian (Professor)

 

Alignment
Lawful Good

Screen_Shot_2022-02-19_at_1.18.55_PM.png


"History is written by the victors. That means truth is subjective.
Even a lie can become truth, if enough people believe it."

Appearance

Pale skin, often accentuated by dark circles under his pale green eyes from late nights studying at the Arcane Collegium. The Collegium's only Elven professor is more than a history expert, he is a history addict. From a young age he had always been obsessed with the history of his people. And why wouldn't he be? They were the greatest empire to ever rule; they all but taught Humans and Dwarves how to use fire.

 

Appearances are everything. He keeps his medium length auburn hair styled, never leaving the apartment until he is fully satisfied with his look, not even for a quick breakfast or cup of tea down at the tavern. Lyyren keeps his eyebrows in the old Elven style, impossibly long almost like antennae, more for his own amusement than anything else.

 

Lyyren prefers silk to linen, the occasional glass of wine to ale, and a good book to the company of people. Draped in silks and swaddled in layers of fine fabrics, it would be easy to underestimate his lithe looking form that he spent centuries honing to peak condition. Forged for battle at the Scolia Varesh, Lyyren considers himself a swordsman first and tactical genius second. But for all his peacockery, Lyyren is frustrated with people more often than not. There is nothing more draining than dealing with others, though he always tries to keep his veneer of cheerfulness painted across his face. And years of faking it have made him a consummate liar.

 

He's most comfortable in a simple silk shirt, leather trousers and his trademark greatcoat done in the colors of Zobeck, going over historical accounts or delving into ancient ruins to recover Elven artifacts.

 

Personality

Traits

History Buff: I like to talk at length about my profession, and tie everything to historical significance.
Spiteful: The best way to get me to do something is to tell me I can't do it.
Noblesse Oblige: If someone is in trouble, I'm always willing to lend help.


Ideal

Knowledge: The stories, legends, and songs of the past must never be forgotten. And you should do anything required to preserve that knowledge. (Lawful)


Flaw

Pride: Once someone questions my competence, I never back down no matter how dangerous the situation.
Selfish: Everything I do, I do to sate my own desires. Even heroic actions are in my self interest.
Competitive: I let my need to win overshadow friendships and harmony.


Bonds

Someone/Something: ...

 

Background

...

 

NPCs

...

 

Ability Scores

Ability Point Buy Racial Hero ASI/Feats Final Score
Strength 8   +2   10
Dexterity 14 +1 +2 +1 (4th) 18
Constitution 12   +2   14
Intelligence 15 +2 +2 +1 (1st) 20
Wisdom 10   +2   12
Charisma 13   +2 +1 (4th) 16

 


Equipment

Assets: 203.1 gp  

Carried Worn

  • +1 Elven Warblade [rapier] (uncommon)
  • Dagger
  • Spell Component Pouch
  • +1 Arcane Grimoire [Elven Spell Cube] (uncommon)
  • Longbow (50gp)
  • Quiver of arrows (1gp)
  • Healer's Kit (5gp)

Total For Pack

  • Scholar's PackIncludes:

    • a Backpack
    • a book of lore
    • a bottle of ink
    • an Ink pen
    • 10 sheets of Parchment
    • a little bag of sand
    • a small knife.
    • a leather bound journal
    • a pair of reading glasses
    • a liquor flask
    • a set of fine clothes
  • Spellbook
  • Waterskin (2sp)
  • Silk Rope & Grappling Hook (12gp)
  • Traveler's Clothes (2gp)
  • Bedroll & Blanket (1.5gp)
  • Lute (35gp)
  • Mess Kit (2sp)
  • Rations ()
  • Find Familiar Spell Components (50gp)
  • Identify Spell Component (100gp)
  • Slither Spell Component (50gp)

 

Familiar

Zanash, The Great Browed Owl

They say familiars take on the best qualities of their masters over time...

eb87e8978c21b013f721059d3cecda01.jpg

 

http://www.swordsdirect.com/larp-elven-lord-gold-longsword.jpg

Edited by Stygian
Removed infringing links (see edit history)
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Mahtar Lyyren IlluviteshChronicler of Zobeckspacer.png



Post Goes Here!!!

 

"Speech goes here."

 

Thoughts also....

 

 



Mechanics

___________________________________________________

Main Hand: Empty
Off Hand: Empty

___________________________________________________

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Character Sheet

Mahtar Lyyren Illuvitesh
Elf Wizard (Bladesinger) 4 | Bard (College of Echoes) 3

___________________________________________________
STATS

Str 10 (+0) Dex 18 (+4) Con 14 (+2) Int 20 (+5) Wis 12 (+1) Cha 16 (+3)
HP 72/72 HD 4d6/4d8 AC 17 (mage armor) Speed 30 ft.

Passive Perception 14 (Blindsight 10ft) Initiative +5
DM Inspiration Yes
Languages Common, Elvish, Kobold, Caelmaran, Whisperium
Background Collegian Feature 

Knowledge of the Ages

As a current student or alumnus of your university, you have free access to its expansive library. While in this library, you can spend 1 hour of research to make an Intelligence (Arcana, History, Nature, or Religion) check with advantage. At your GM’s discretion, if this knowledge is present within the library, you can spend 8 hours of research to learn it.
If this knowledge is beyond your university's knowledge, you can request a research grant to discover the information you seek. The university supplies your travel and lifestyle expenses (up to a Modest lifestyle) for up to 2 months while researching.
You cannot request a grant more than once per year.

___________________________________________________
WEAPONS

+1 Elven Warblade +8 attack, 1d8+5 piercing damage

(Rapier) 1d8 piercing - finesse
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Dagger +7 attack, 1d4+4 damage

1d4 piercing - finesse, light, thrown (20/60 ft.)
 

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.


Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.


Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

___________________________________________________
PROFICIENCIES

Proficiency +3 Saving Throws Intelligence +8, Wisdom +4
Skills Acrobatics +7, Arcana +10*, Deception +9*, History +8, Investigation +8, Perception +4, Performance +6
Tools Lute
Weapons daggers, darts, slings, quarterstaffs, light crossbows, longsword, shortsword, longbow, shortbow, rapier
Armor Light

___________________________________________________
FEATS 

Elven Accuracy

The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.

Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

___________________________________________________
RACIAL FEATURES

Darkvision

Accustomed to twilit forests and the night sky, 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.

Keen Senses

You have proficiency in the Perception skill.

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance

Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Elf Weapon Training

You have proficiency with the longsword, shortsword, longbow, and shortbow

Cantrip

You know one cantrip of your choice from the wizard's spell list. Intelligence is your spellcasting ability for it.

___________________________________________________
WIZARD CLASS FEATURES

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Arcane Tradition (Bladesinging)

Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense.

Training in War and Song

When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. (Rapier)

You also gain proficiency in the Performance skill if you don't already have it.

Bladesong

Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required).

While your bladesong is active, you gain the following benefits:

You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).

Your walking speed increases by 10 feet.

You have advantage on Dexterity (Acrobatics) checks.

You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Cantrip Formulas

You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

___________________________________________________
BARD CLASS FEATURES

Bardic Inspiration [d6]

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 +1

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 [1d6]

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 by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Magical Inspiration

If 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.

Echolocation

When you join the College of Echoes at 3rd level, you learn how to see with your ears as well as your eyes. As long as you can hear, you have blindsight out to a range of 10 feet, and you have disadvantage on saving throws against effects that would deafen you.

At 14th level, your blindsight is now out to a range of 15 feet, and you no longer have disadvantage on saving throws against effects that would deafen you.

Alter Sound

At 3rd level, you can manipulate the sounds of your speech to mimic any sounds you’ve heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check contested by your Charisma (Deception) check.

In addition, you can manipulate some of the sounds around you. You can use your reaction to cause one of the following effects.

Enhance. You can increase the volume of a sound originating within 30 feet of you, doubling the range it can be heard and granting creatures in range of the sound advantage on Wisdom (Perception) checks to detect the sound. In addition, when a hostile creature within 30 feet of you takes thunder damage, you can expend one use of Bardic Inspiration and increase the thunder damage by an amount equal to the number you roll on the Bardic Inspiration die.

Dampen. You can decrease the volume of a sound originating within 30 feet of you, halving the range it can be heard and granting creatures in range of the sound disadvantage on Wisdom (Perception) checks to detect the sound. In addition, when a friendly creature within 30 feet of you takes thunder damage, you can expend one use of Bardic Inspiration and decrease the thunder damage by an amount equal to the number you roll on the Bardic Inspiration die.

Distort. You can change 1 word or up to 2 notes within 30 feet of you to another word or other notes. You can expend one use of Bardic Inspiration to change a number of words within 30 feet of you equal to 1 + the number you roll on the Bardic Inspiration die, or you can change a number of notes of a melody within 30 feet of you equal to 2 + double the number you roll on the Bardic Inspiration die. A creature that can hear the sound can notice it was altered by succeeding on a Wisdom (Perception) check contested by your Charisma (Deception) check. At your GM’s discretion, this effect can alter sounds that aren’t words or melodies, such as altering the cries of a young animal to sound like the roars of an adult.

Disrupt. When a spellcaster casts a spell with verbal components within 30 feet of you, you can expend one use of your Bardic Inspiration to disrupt the sounds of the verbal components. The spellcaster must succeed on a concentration check (DC 8 + the number you roll on the Bardic Inspiration die) or the spell fails and has no effect. You can disrupt a spell only if it is of a spell level you can cast.


 

Equipment

___________________________________________________

Worn/Carried Inventory (14 lbs.)

o +1 Elven Warblade [rapier] (uncommon) - 2 lbs.

o Dagger  - 1 lb.

o Spell Component Pouch - 2 lbs.

o +1 Arcane Grimoire [Elven Spell Cube] (uncommon) - 3 lbs.

o Longbow (50gp) - 2 lbs.

o Quiver of arrows (1gp) 1 lb.

o Healer's Kit (5gp) - 3 lbs.

o Find Familiar Spell Components (50gp)
o Identify Spell Component (100gp)
o Slither Spell Component (50gp)

 

General Inventory (34 lbs.)

o Spellbook - 3 lbs

o Waterskin (2sp) - 5 lbs.
o Silk Rope & Grappling Hook (12gp) - 9 lbs.
o Traveler's Clothes (2gp) - 4 lbs.
o Bedroll & Blanket (1.5gp) - 10 lbs.
o Lute (35gp) - 2 lbs.
o Mess Kit (2sp) - 1 lbs.
o Rations () - 0 lbs.

o Black Opal with crest (125gp)

Coin Purse (6 lbs.)

Obsidian: 100
Platinum: 0
Gold: 203
Electrum: 0
Silver: 1
Copper: 0

 

Encumbrance

Max Load: 150 lbs. (15 x STR)

Current Weight: 54 lbs.

Spells

  

Wizard Spells
___________________________________________________
Spell Save DC: 16
Spell Attack Mod: +8

Cantrips

 

Booming Blade

Green Flame Blade

Memento Mori*

Shocking Grasp

Message

1st Level

Disguise Self

Insightful Maneuver* [bonus]

Shield [Reaction]

Thunderous Charge* [Bonus Action]

Unluck on That* [Reaction]

Comprehend Languages [Ritual]

Detect Magic (Concentration)[Ritual]

Find Familiar [Ritual]

Identify [Ritual]


2nd Level

Creeping Ice* (Concentration)

Enhance Ability (Concentration)

Hold Person (Concentration)

Slither* (Concentration)


Bard Spells
___________________________________________________
Spell Save DC: 14
Spell Attack Mod: +6
Spells Known: 6

Cantrips

Clockwork Bolt*

Mage Hand

1st Level

Anticipate Weakness* [Bonus Action]

Auspicious Warning* [Reaction]

Healing Word [Bonus Action]

Subliminal Aversion*

2nd Level

Lesser Restoration

Invisibility (Concentration)

 

 


 

Edited by Stygian
Removed infringing links (see edit history)
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Screen_Shot_2022-02-19_at_1.18.55_PM.png

 

Lyyren
Chronicler of Zobeck

HP: 72/72 AC: 14

Passive Perception: 14
Blindsight 10 ft.
Darkvision 60 ft.

 

Spell Slots
1st: 4/4
2nd: 3/3
3rd: 3/3
4th: 1/1

eb87e8978c21b013f721059d3cecda01.jpg

Zanash
Great Browed Owl

HP: 1/1 | AC: 11

Passive Perception 13
Darkvision 120 ft.

Speed 5 ft., fly 60 ft.

Keen Hearing and SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

FlybyThe owl doesn't provoke Opportunity Attacks when it flies out of an enemy's reach

 

Post Goes Here!!!

 

Show Mechanics

___________________________________________________

Main Hand: Empty
Off Hand: Empty

___________________________________________________

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Show Mini Character Sheet

Mahtar Lyyren Illuvitesh
Elf Wizard (Bladesinger) 4 | Bard (College of Echoes) 3

___________________________________________________
STATS

Str 10 (+0) Dex 18 (+4) Con 14 (+2) Int 20 (+5) Wis 12 (+1) Cha 16 (+3)
HP 72/72 HD 4d6/4d8 AC 17 (mage armor) Speed 30 ft.

Passive Perception 14 (Blindsight 10ft) Initiative +5
DM Inspiration Yes
Languages Common, Elvish, Kobold, Caelmaran, Whisperium
Background Collegian Feature 

Knowledge of the Ages

As a current student or alumnus of your university, you have free access to its expansive library. While in this library, you can spend 1 hour of research to make an Intelligence (Arcana, History, Nature, or Religion) check with advantage. At your GM’s discretion, if this knowledge is present within the library, you can spend 8 hours of research to learn it.
If this knowledge is beyond your university's knowledge, you can request a research grant to discover the information you seek. The university supplies your travel and lifestyle expenses (up to a Modest lifestyle) for up to 2 months while researching.
You cannot request a grant more than once per year.

___________________________________________________
WEAPONS

+1 Elven Warblade +8 attack, 1d8+5 piercing damage

(Rapier) 1d8 piercing - finesse
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Dagger +7 attack, 1d4+4 damage

1d4 piercing - finesse, light, thrown (20/60 ft.)
 

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.


Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.


Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

___________________________________________________
PROFICIENCIES

Proficiency +3 Saving Throws Intelligence +8, Wisdom +4
Skills Acrobatics +7, Arcana +10*, Deception +9*, History +8, Investigation +8, Perception +4, Performance +6
Tools Lute
Weapons daggers, darts, slings, quarterstaffs, light crossbows, longsword, shortsword, longbow, shortbow, rapier
Armor Light

___________________________________________________
FEATS 

Elven Accuracy

The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.

Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

___________________________________________________
RACIAL FEATURES

Darkvision

Accustomed to twilit forests and the night sky, 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.

Keen Senses

You have proficiency in the Perception skill.

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance

Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Elf Weapon Training

You have proficiency with the longsword, shortsword, longbow, and shortbow

Cantrip

You know one cantrip of your choice from the wizard's spell list. Intelligence is your spellcasting ability for it.

___________________________________________________
WIZARD CLASS FEATURES

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Arcane Tradition (Bladesinging)

Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense.

Training in War and Song

When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. (Rapier)

You also gain proficiency in the Performance skill if you don't already have it.

Bladesong

Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required).

While your bladesong is active, you gain the following benefits:

You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).

Your walking speed increases by 10 feet.

You have advantage on Dexterity (Acrobatics) checks.

You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Cantrip Formulas

You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

___________________________________________________
BARD CLASS FEATURES

Bardic Inspiration [d6]

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 +1

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 [1d6]

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 by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Magical Inspiration

If 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.

Echolocation

When you join the College of Echoes at 3rd level, you learn how to see with your ears as well as your eyes. As long as you can hear, you have blindsight out to a range of 10 feet, and you have disadvantage on saving throws against effects that would deafen you.

At 14th level, your blindsight is now out to a range of 15 feet, and you no longer have disadvantage on saving throws against effects that would deafen you.

Alter Sound

At 3rd level, you can manipulate the sounds of your speech to mimic any sounds you’ve heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check contested by your Charisma (Deception) check.

In addition, you can manipulate some of the sounds around you. You can use your reaction to cause one of the following effects.

Enhance. You can increase the volume of a sound originating within 30 feet of you, doubling the range it can be heard and granting creatures in range of the sound advantage on Wisdom (Perception) checks to detect the sound. In addition, when a hostile creature within 30 feet of you takes thunder damage, you can expend one use of Bardic Inspiration and increase the thunder damage by an amount equal to the number you roll on the Bardic Inspiration die.

Dampen. You can decrease the volume of a sound originating within 30 feet of you, halving the range it can be heard and granting creatures in range of the sound disadvantage on Wisdom (Perception) checks to detect the sound. In addition, when a friendly creature within 30 feet of you takes thunder damage, you can expend one use of Bardic Inspiration and decrease the thunder damage by an amount equal to the number you roll on the Bardic Inspiration die.

Distort. You can change 1 word or up to 2 notes within 30 feet of you to another word or other notes. You can expend one use of Bardic Inspiration to change a number of words within 30 feet of you equal to 1 + the number you roll on the Bardic Inspiration die, or you can change a number of notes of a melody within 30 feet of you equal to 2 + double the number you roll on the Bardic Inspiration die. A creature that can hear the sound can notice it was altered by succeeding on a Wisdom (Perception) check contested by your Charisma (Deception) check. At your GM’s discretion, this effect can alter sounds that aren’t words or melodies, such as altering the cries of a young animal to sound like the roars of an adult.

Disrupt. When a spellcaster casts a spell with verbal components within 30 feet of you, you can expend one use of your Bardic Inspiration to disrupt the sounds of the verbal components. The spellcaster must succeed on a concentration check (DC 8 + the number you roll on the Bardic Inspiration die) or the spell fails and has no effect. You can disrupt a spell only if it is of a spell level you can cast.


 

Show Equipment

___________________________________________________

Worn/Carried Inventory (14 lbs.)

o +1 Elven Warblade [rapier] (uncommon) - 2 lbs.

o Dagger  - 1 lb.

o Spell Component Pouch - 2 lbs.

o +1 Arcane Grimoire [Elven Spell Cube] (uncommon) - 3 lbs.

o Longbow (50gp) - 2 lbs.

o Quiver of arrows (1gp) 1 lb.

o Healer's Kit (5gp) - 3 lbs.

o Find Familiar Spell Components (50gp)
o Identify Spell Component (100gp)
o Slither Spell Component (50gp)

 

General Inventory (34 lbs.)

o Spellbook - 3 lbs

o Waterskin (2sp) - 5 lbs.
o Silk Rope & Grappling Hook (12gp) - 9 lbs.
o Traveler's Clothes (2gp) - 4 lbs.
o Bedroll & Blanket (1.5gp) - 10 lbs.
o Lute (35gp) - 2 lbs.
o Mess Kit (2sp) - 1 lbs.
o Rations () - 0 lbs.

o Black Opal with crest (125gp)

Coin Purse (6 lbs.)

Obsidian: 100
Platinum: 0
Gold: 203
Electrum: 0
Silver: 1
Copper: 0

 

Encumbrance

Max Load: 150 lbs. (15 x STR)

Current Weight: 54 lbs.

Show Spells

  

Wizard Spells
___________________________________________________
Spell Save DC: 16
Spell Attack Mod: +8

Cantrips

 

Booming Blade

Green Flame Blade

Memento Mori*

Shocking Grasp

Message

1st Level

Disguise Self

Insightful Maneuver* [bonus]

Shield [Reaction]

Thunderous Charge* [Bonus Action]

Unluck on That* [Reaction]

Comprehend Languages [Ritual]

Detect Magic (Concentration)[Ritual]

Find Familiar [Ritual]

Identify [Ritual]


2nd Level

Creeping Ice* (Concentration)

Enhance Ability (Concentration)

Hold Person (Concentration)

Slither* (Concentration)


Bard Spells
___________________________________________________
Spell Save DC: 14
Spell Attack Mod: +6
Spells Known: 6

Cantrips

Clockwork Bolt*

Mage Hand

1st Level

Anticipate Weakness* [Bonus Action]

Auspicious Warning* [Reaction]

Healing Word [Bonus Action]

Subliminal Aversion*

2nd Level

Lesser Restoration

Invisibility (Concentration)

 

 

 

Edited by Stygian
Removed infringing links (see edit history)
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