Brifitz Opalfoot --Bard -- Gnome

Name: Brifitz Opalfoot
Race/Ancestry/Heritage: Forest Gnome
Class & Level: Bard 1
Background: Entertainer
Alignment: Neutral Good
Experience: 0 xp


ABILITY SCORES & ABILITIES
(* includes +2 proficiency bonus; ** includes expertise, if any)

Strength 10
+0 ... Strength Ability Checks
+0 ... Strength Saving Throws
+0 ... Athletics Skill
150 lbs. ... Maximum Carrying Capacity
300 lbs. ... Max. Push or Drag (Speed -5 ft.)
300 lbs. ... Maximum Lift

Dexterity 14
+2 ... Dexterity Ability Checks
+4 ... Dexterity Saving Throws *
+4 ... Acrobatics Skill *
+4 ... Sleight of Hand Skill *
+4 ... Stealth Skill *


Constitution 17
+3 ... Constitution Ability Checks
+3 ... Constitution Saving Throws

Intelligence 16
+3 ... Intelligence Ability Checks
+3 ... Intelligence Saving Throws
+3 ... Arcana Skill
+3 ... History Skill
+3 ... Investigation Skill
+3 ... Nature Skill
+3 ... Religion Skill

Wisdom 15
+2 ... Wisdom Ability Checks
+2 ... Wisdom Saving Throws
+2 ... Animal Handling Skill
+4 ... Insight Skill *
+2 ... Medicine Skill
+2 ... Perception Skill
+2 ... Survival Skill

Charisma 18
+4 ... Charisma Ability Checks
+6 ... Charisma Saving Throws *
+4 ... Deception Skill
+4 ... Intimidation Skill
+6 ... Performance Skill *
+4 ... Persuasion Skill

COMBAT [PHB p. 189]

12 ... Passive Perception
+2 ... Initiative Modifier

Armor Class 13 ... Armor worn: leather armor

25 ft. Speed ... Base distance per move

11 hit points ... 1d8 Hit Dice


Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 1d8+2 piercing damage.


Dagger (offhand, two-weapon fighting as bonus action). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. 1d4 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)


Vicious Mockery Cantrip. Ranged Spell Attack: Target within 60 feet that can hear you must make a DC 14 Wisdom saving throw or take 1d4 psychic damage and have disadvantage on next attack made before the end of its next turn. (No damage if made save.)


FEATURES, TRAITS, SPECIAL ABILITIES

Entertainer Background [PHB p. 130]

• Feature: By Popular Demand.

• Traits: Just a one-hit wonder so far. Indulgent to children.

• Ideal: Seeks to increase fame.

• Bond: Many fans among elves.

• Flaw: Takes credit for others' art.


Proficiencies & Languages
• Proficiency Bonus: +2
• Armor: light armor
• Weapons: simple weapons, hand crossbow, longsword, rapier, shortsword
• Tools: disguise kit, musical instrument (flute), musical instrument (lute), musical instrument (lyre)
• Saving Throws: Dexterity, Charisma
• Skills: Acrobatics, Insight, Performance, Sleight of Hand, Stealth
• Languages: Common, Gnomish


Forest Gnome Traits [PHB p. 35]

• Creature Type: Humanoid

• Age: 100 years old

• Small Size (3' 4", 40 lbs.)

• Darkvision (60 feet)

• Gnome Cunning (adv. on Intelligence, Wisdom, Charisma saving throws vs. magic)

• Natural Illusionist (Minor Illusion cantrip)

• Speak With Small Beasts


Bard Class Features [PHB p. 41]

• Ritual Casting

• Bardic Inspiration (d6) (4 uses per day)

Vicious Mockery Cantrip. Ranged Spell Attack: Target within 60 feet that can hear you must make a DC 14 Wisdom saving throw or take 1d4 psychic damage and have disadvantage on next attack made before the end of its next turn. (No damage if made save.)

Spellcasting [PHB p. 201]

Spell Attack Modifier +6
Spell Save DC 14

Cantrips Known: Minor Illusion, Vicious Mockery

Prepared Spells
1st Level (2 slots): Cure Wounds, Charm Person, Detect Magic, Healing Word


EQUIPMENT & TREASURE

Carried Gear [PHB, p. 143]: leather armor (AC 11), rapier, dagger, entertainer's pack (backpack, a bedroll, 2 costumes, 5 candles, 5 days' rations, a waterskin, disguise kit), belt pouch, set of common clothes, set of costume clothes, a musical instrument (keytar), an admirer's love letter. (This load is about 68 lbs.; add 1 lb. per 50 coins carried.)

Coins & Gems: 9 gold pieces (gp); 25 silver pieces (sp); 33 copper pieces (cp); 3 gems (worth 10 gp each)


MAGIC 

Cantrips Known: Minor Illusion, Vicious Mockery

Minor Illusion
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.
Show Attribute List
Attributes
Minor Illusion
cantrip illusion
Casting Time: 1 action
Range: 30 feet
Target: See text
Components: S M (A bit of fleece)
Duration: 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard
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.

Vicious Mockery
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 1d4 psychic damage and have disadvantage on the next Attack roll it makes before the end of its next turn.

This spell's damage increases by 1d4 when you reach 5th Level (2d4), 11th level (3d4), and 17th level (4d4).
Show Attribute List
Attributes
Vicious Mockery
cantrip enchantment
Casting Time: 1 action
Range: 60 feet
Target: A creature you can see and that can hear you within range
Components: V
Duration: Instantaneous
Classes: Bard
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 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.


Prepared Spells
1st Level (2 slots): Cure Wounds, Charm Person,

Cure Wounds
A creature you touch regains a number of 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 of 2nd Level or higher, the Healing increases by 1d8 for each slot level above 1st.
Show Attribute List
Attributes
Cure Wounds
1 evocation
Casting Time: 1 action
Range: Touch
Target: A creature you touch
Components: V S
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Paladin, Ranger
A creature you touch regains a number of 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 of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.

Charm Person
You attempt to charm a Humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your Companions are Fighting it. If it fails the saving throw, it is Charmed by you until the spell ends or until you or your Companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was Charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, you can target one additional creature for each slot level above 1st. The Creatures must be within 30 feet of each other when you target them.
Show Attribute List
Attributes
Charm Person
1 enchantment
Casting Time: 1 action
Range: 30 feet
Target: A humanoid you can see within range
Components: V S
Duration: 1 hour
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.









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