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Ember

Bard 5 Class & Level
Secret Identity Background
Siren Race
Neutral Good Alignment

Strength 10
+0
Dexterity 14
+2
constitution 15
+2
intelligence 12
+1
wisdom 10
+0
charisma 20
+5
Total Hit Dice 5
Hit Die 1d8+2
3 proficiency bonus
0 Passive perception
0 Strength
5 Dexterity
2 Constitution
1 Intelligence
0 Wisdom
8 Charisma
saving throws
2 Acrobatics
0 Animal Handling
1 Arcana
0 Athletics
8 Deception
1 History
0 Insight
5 Intimidation
1 Investigation
0 Medicine
1 Nature
0 Perception
8 Performance
8 Persuasion
1 Religion
2 Sleight of Hands
5 Stealth
3 Survival
skills
16
AC
40
Hit Points
0
Initiative
25 ft / 30ft flying
Speed
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Drums, Virtual Turntables, Trumpet, Disguise kit, forgery kit
Saving Throws: Dexterity, Charisma
Skills: Deception, Persuasion, Survival, stealth, one more

Common, and siren.
Proficiencies
Shortsword Attack: +5 1d20+5 1d6+2 Dammage: 1d6+2 Attacks
Level 1: 4
Level 2: 3
Level 3: 2

cantrips

Friends
Thaumaturgy
Minor Illusion
Thunderclap
Dancing Lights

Level 1

Animal Friendship
Charm Person
Disguise Self
Dissonant Whispers
Earth Tremor
Sleep
Tasha’s Hideous Laughter
Thunderwave
Spellcasting
Disguise kit, a forgery kit, a set of common clothes, a belt pouch, Diplomat's Pack, Trumpet, magic turntables (+1 to bard spellcasting when in use)
Equipment
I think flattery is the best way to direct attention away from me.
Personality Traits
Heroic: I do everything I can to help non-humans, regardless of the personal cost to me.
Ideals
I am a partisan. I commit minor acts of defiance against the First Lord and Red Plumes when I can.
Bonds
I am struggling with maintaining my secret identity. I subconsciously want to get caught and therefore sometimes let my secret identity slip.
Flaws
Feature: Secret Identity
You have created a secret identity that you use to conceal your true race and that offers a covering explanation for your presence in Hillsfar. In addition, you can forge documents, including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

Bardic Inspiration
You can 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, if you or any friendly creatures who can hear you make a 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.

Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.

Font of Inspiration
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

College of Glamor

Mantle of Inspiration
At 3rd level, as a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.

Enthralling Performance
Starting at 3rd level, if you perform for at least 1 minute, you can attempt to inspire wonder in your audience. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

Once you use this feature, you can't use it again until you finish a short or long rest.
Features & Traits

Created by

Ironfire_.

Statblock Type

Character Sheet (2018)

Link/Embed