Character Sheet
Posted On: Feb 15, 2015 22:42:39 GMT 7
Post by Incendie Seraphina on Feb 15, 2015 22:42:39 GMT 7
Incendie Scarlet
Birthday: Shiledmeet
Chaotic Neutral
Bard - School of Lore 8
{was}Seraphina Incendie->Serefine Osheroff)
Human (variant) - Noble of Calimshan, Female, 15 yearsBirthday: Shiledmeet
Chaotic Neutral
Bard - School of Lore 8
{== Language ==}
+Alzhedo (Calimshan)
+Thorass (noble)
+Common (human)
+Draconic (human)
+Alzhedo (Calimshan)
+Thorass (noble)
+Common (human)
+Draconic (human)
{== Ability Score ==}
Str 13+1 [+2] (weapon master)
Dex 8+1 [-1]
Con 14 [+2]
Int 12 [+1]
Wis 10+1 [+0] (observant)
Cha 15+1 [+3]
Str 13+1 [+2] (weapon master)
Dex 8+1 [-1]
Con 14 [+2]
Int 12 [+1]
Wis 10+1 [+0] (observant)
Cha 15+1 [+3]
{== Battle Statistics ==}
HP: 59 = 8+2 (con) + (5+2) + (5+2) + (5+2) + (5+2) + (5+2) + (5+2) + (5+2)
AC: 11 (Studded Leather, 12-1)
Attack: Halberd +5 (1d10+2), reach
Attack: Handaxe +5 (1d6+2), slashing, thrown
Attack: Javelin +5 (1d6+2), piercing, thrown
Attack: Dagger +5 (1d4+2)
HP: 59 = 8+2 (con) + (5+2) + (5+2) + (5+2) + (5+2) + (5+2) + (5+2) + (5+2)
AC: 11 (Studded Leather, 12-1)
Attack: Halberd +5 (1d10+2), reach
Attack: Handaxe +5 (1d6+2), slashing, thrown
Attack: Javelin +5 (1d6+2), piercing, thrown
Attack: Dagger +5 (1d4+2)
{== Passive Skills (10+ability+prof) ==}
21 [Perception] 10 + 0 + 6 + 5
16 [Investigation] 10 + 1 + 0 + 5
21 [Perception] 10 + 0 + 6 + 5
16 [Investigation] 10 + 1 + 0 + 5
{== Features ==}BRD1 Spellcasting
BRD1 Bardic Inspiration Bonus Action -> in 10 minutes, 1d6, 60 ft
BRD2 Jack Of All Trades Add half of proficiency bonus to non-proficient ability check
BRD2 Song of Rest End of short rest, gain extra 1d6
BRD3 Bard College -> College of Lore
BRD3 Expertise
BRD3 Cutting Words Reaction -> if creature in 60ft attack roll/ ability check damage, bardic inspiration can be used to subtracting number rolled from the creature (attack, damage, or saves)
BRD4 Ability Score Improvement
NOBL Privilege Ask DM
FEAT Weapon Master You gain proficiency with four weapons of your choice. [Halberd], [Scimitar], [Greataxe], [Heavy Crossbow]
FEAT Observant +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
BRD5 Bardic Inspiration d6 -> d8
BRD5 Font of Inspiration Short rest or long rest -> regain all used bardic inspiration
BRD6 Countercharm Use musical notes / words to disrupt mind-influencing effect. Action -> perform until end of next turn, all (bard and any friendly creature) within 30 feet have advantage on saving throw against frightened or charm. Must be able to hear. End early if silenced / ended.
BRD6 Bard College Feature - Additional Magical Secret learn 2 spell of any class, must be of a level you can cast. Counted as bard spell.
FEAT Healer • When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point. • As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.
BRD1 Bardic Inspiration Bonus Action -> in 10 minutes, 1d6, 60 ft
BRD2 Jack Of All Trades Add half of proficiency bonus to non-proficient ability check
BRD2 Song of Rest End of short rest, gain extra 1d6
BRD3 Bard College -> College of Lore
BRD3 Expertise
BRD3 Cutting Words Reaction -> if creature in 60ft attack roll/ ability check damage, bardic inspiration can be used to subtracting number rolled from the creature (attack, damage, or saves)
BRD4 Ability Score Improvement
NOBL Privilege Ask DM
FEAT Weapon Master You gain proficiency with four weapons of your choice. [Halberd], [Scimitar], [Greataxe], [Heavy Crossbow]
FEAT Observant +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
BRD5 Bardic Inspiration d6 -> d8
BRD5 Font of Inspiration Short rest or long rest -> regain all used bardic inspiration
BRD6 Countercharm Use musical notes / words to disrupt mind-influencing effect. Action -> perform until end of next turn, all (bard and any friendly creature) within 30 feet have advantage on saving throw against frightened or charm. Must be able to hear. End early if silenced / ended.
BRD6 Bard College Feature - Additional Magical Secret learn 2 spell of any class, must be of a level you can cast. Counted as bard spell.
FEAT Healer • When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point. • As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.
{== Proficiency (+3) ==}
Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords, Light Armor
Musical Instrument: Lute, Dulcimer, Flute
Dexterity, Charisma
Noble Skills: History , Persuasion, Tool (Card Game)
Bard Skills: Intimidation, Performance [Dancer, Singer], Arcana (see expertise), Medicine, Athletic, Insight
Human Skills: Perception (see expertise)
Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords, Light Armor
Musical Instrument: Lute, Dulcimer, Flute
Dexterity, Charisma
Noble Skills: History , Persuasion, Tool (Card Game)
Bard Skills: Intimidation, Performance [Dancer, Singer], Arcana (see expertise), Medicine, Athletic, Insight
Human Skills: Perception (see expertise)
{== Expertise (+6) ==}Skills: Arcana, Perception
{== Cantrips ==}
{Prestidigitation}Transmutation cantrip
Casting 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 o f 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 o f 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 nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end o f your next turn.
If you cast this spell multiple times, you can have up to three o f its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Casting 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 o f 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 o f 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 nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end o f your next turn.
If you cast this spell multiple times, you can have up to three o f its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
{Dancing Lights}Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit o f phosphorus or w ychwood,or a glowworm)
Duration: Concentration, up to 1 minute
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet o f another light created by this spell, and a light winks out if it exceeds the spell’s range.
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit o f phosphorus or w ychwood,or a glowworm)
Duration: Concentration, up to 1 minute
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet o f another light created by this spell, and a light winks out if it exceeds the spell’s range.
{Mending}Transmutation cantrip
Casting 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 a 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 o f the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Casting 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 a 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 o f the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
{== Spells Slot ==}
LVL 1 - slot: 4
LVL 2 - slot: 3
LVL 3 - slot: 3
LVL 4 - slot: 2
LVL 1 - slot: 4
LVL 2 - slot: 3
LVL 3 - slot: 3
LVL 4 - slot: 2
{== Spells Known ==}
{Cure Wound}1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number o f hit points equal to 1d8 + 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 o f 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number o f hit points equal to 1d8 + 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 o f 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
{Comprehend Language}
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch o f soot and salt)
Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the w ords are written. It takes about 1 minute to read one page o f text.
This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part o f a written language.
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch o f soot and salt)
Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the w ords are written. It takes about 1 minute to read one page o f text.
This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part o f a written language.
{Feather Fall}
1st-level transmutation
Casting 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 p iece o f down)
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature's rate o f 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.
1st-level transmutation
Casting 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 p iece o f down)
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature's rate o f 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.
{Healing Word}
1st-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature o f 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 o f 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
1st-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature o f 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 o f 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
{Unseen Servant}
1st-level conjuration (ritual)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece o f string and
a bit o f wood)
Duration: 1 hour
This spell creates an invisible, mindless, shapeless 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 o f 2, and it can’t attack. If it drops to 0 hit points, the spell ends.
Once on each o f 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.
1st-level conjuration (ritual)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece o f string and
a bit o f wood)
Duration: 1 hour
This spell creates an invisible, mindless, shapeless 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 o f 2, and it can’t attack. If it drops to 0 hit points, the spell ends.
Once on each o f 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.
{See Invisibility}
2nd-level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch o f talc and a small
sprinkling o f powdered silver)
Duration: 1 hour
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
2nd-level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch o f talc and a small
sprinkling o f powdered silver)
Duration: 1 hour
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
{Calm Emotion}
2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to suppress strong emotions in a group o f people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it w ishes. If a creature fails its saving throw, choose one o f the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures o f your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it w itnesses any o f its friends being harmed.
When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to suppress strong emotions in a group o f people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it w ishes. If a creature fails its saving throw, choose one o f the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures o f your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it w itnesses any o f its friends being harmed.
When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
{Lesser Restoration}
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
{Aid}
2nd-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a tiny strip o f 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 o f 3rd level or higher, a target’s hit points
increase by an additional 5 for each slot level above 2nd.
2nd-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a tiny strip o f 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 o f 3rd level or higher, a target’s hit points
increase by an additional 5 for each slot level above 2nd.
{Fly}
3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a w ing feather from any bird)
Duration: Concentration, up to 10 minutes
You touch a willing creature. The target gains a flying
speed o f 60 feet for the duration. When the spell ends,
the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels. When you cast this spell using
a spell slot o f 4th level or higher, you can target one
additional creature for each slot level above 3rd.
3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a w ing feather from any bird)
Duration: Concentration, up to 10 minutes
You touch a willing creature. The target gains a flying
speed o f 60 feet for the duration. When the spell ends,
the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels. When you cast this spell using
a spell slot o f 4th level or higher, you can target one
additional creature for each slot level above 3rd.
{Tongues}
3rd-level divination
Casting Time: 1 action
Range: Touch
Components: V, M (a small clay model o f a ziggurat)
Duration: 1 hour
This spell grants the creature you touch the ability to
understand any spoken language it hears. Moreover,
when the target speaks, any creature that knows at
least one language and can hear the target understands
what it says.
3rd-level divination
Casting Time: 1 action
Range: Touch
Components: V, M (a small clay model o f a ziggurat)
Duration: 1 hour
This spell grants the creature you touch the ability to
understand any spoken language it hears. Moreover,
when the target speaks, any creature that knows at
least one language and can hear the target understands
what it says.
{Dimension Door}
4th-level conjuration
Casting Time: 1 action
Range: 500 feet
Components: V
Duration: Instantaneous
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “ 200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.”
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
4th-level conjuration
Casting Time: 1 action
Range: 500 feet
Components: V
Duration: Instantaneous
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “ 200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.”
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
{Freedom of Movement}
4th-level conjuration
4th-level conjuration