Level 1 Half-Elf Sage College of Lore Bard
AC: 13 (Leather Armor) | HP: 10/10 | Speed: 30 ft.
Senses: Darkvision 60 ft; Passive Perception 10, Passive Insight 10, Passive Investigation 14
Str:Save: -1
Athletics: -1
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2
Save: +4
Acrobatics: +2
Slight-of-Hand: +2
Stealth: +2
. 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +2
Arcana: +4
History: +4
Investigation: +4
Nature: +0
Religion: +0 14 (+2) | Wis:Save: +0
Animal Handling: +0
Insight: +0
Medicine: +0
Perception: +0
Survival: +0 11 (+0) | Cha:Save: +5
Deception: +5
Intimidation: +5
Performance: +5
Persuasion: +5 16 (+3)
Languages: Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +5 or DC 13 | 1st 2/2 | Bardic Inspiration: 0/3
“My words,” | ‘My thoughts,’ | My actions
Moving forward another 30 feet, Mery shuts out everything around her and focuses on the monster ahead, taking a few moments to calm her breathing, and imagining her fear as rough water that is being held at bay by a large rock and is unable to reach her. Nocking an arrow, she draws, aims, and looses.
This time, her arrow strikes the creature for a solid hit in its side that causes it to slump to the ground! Pumping her fist in jubilation, she whispers an elated "Yes!", then yells to the newcomers, "Watch out!"
Actions & Resources
Actions:
Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.
Hit: (1d6 + 2) piercing damage.
Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.
Hit: (1d4 + 2) piercing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: (1d4+2) piercing damage.
Bonus Actions:
Healing Word
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.
Bardic Inspiration (3 per long rest, for 1d6)
As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
Ammunition:
16 arrows in quiver, 4 arrow bundles in backpack.
Spellcasting:
Mery is a 1st-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bards available for spontaneous casting from her first level slots:
- Cantrips (2/2 slots): prestidigitation, vicious mockery
- 1st level (2/2 slots): healing word, hideous laughter
Class Features:
- 3/3 Bardic Inspiration0
Botting Instructions: (i.e. What to do if I haven't posted in a while and haven't announced it. Personally, if I haven't posted in 2 days and something is needed from me, BOT ME! I hate holding up the action and will roll with whatever you choose to do.)
- Combat: In combat, debuff enemies, inspire allies, drop Healing Word, especially on someone with low HP if Mery is close and the party cleric can't for some reason. If all of that is out of the question, she prefers using her shortbow and staying at range, given her very low AC.
- Outside of Combat: She's a support, face, and lore nerd. Do skill checks! Persuade, deceive, and intimidate NPCs! Drop spells that make things easier for the party! Use tools! If any male PCs or NPCs are kind to her, have her act like just slightly awkward, like she's not completely 100% used to that.