| 「高田 臥時」; -Takada Gaji- | |
|---|---|
| Topic Started: Jul 25 2017, 08:57 PM (67 Views) | |
| Silveria | Jul 25 2017, 08:57 PM Post #1 |
|
Languages Common Himoto Dialect Uncommon
Stats Speed : 30 ft. Hp : 14 (8+5) Ac : 13 (11+2[dex]) Attack Longbow, 1d8 Piercing Rapier, 1d8 piercing, Finesse Dagger, 1d4 piercing, Finesse Proficiencies Armor and weapons : Light armor, Simple weapons, Hand crossbows, Longswords, Rapiers, Shortswords, Longbow(Himoto) Tools, etc. : Skills : Insight(Himoto), Survival(Yamato), Acrobatics, Deception, Perfromance, History(Human Var.) Saves : Dex, Cha Ranks Proficient ●●○ Rapiers ●○○○ Long Sword ●○○○ Longbow ●●○○ Simple Weapons ●●○○ Acrobatics ●●○○ Insight ●●○○ Deception ●○○○ Survival ●●○○ Performance ●●○○ History ●●○○ Dexterity Save ●○○○ Charisma Save Not Proficient - Class Features Bardic Inspiration 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. Spellcasting You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your Spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list. Cantrips You know two Cantrips of your choice from the bard spell list. You learn additional bard Cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level. Spell Slots The Bard table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot. Spells Known of 1st Level and Higher You know four 1st-level Spells of your choice from the bard spell list. You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the bard Spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots. Spellcasting Ability Charisma is your spellcasting ability for your bard Spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when Setting the saving throw DC for a bard spell you cast and when Making an Attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell Attack modifier = your proficiency bonus + your Charisma modifier Ritual Casting You can cast any bard spell you know as a ritual if that spell has the ritual tag. Spellcasting Focus You can use a musical instrument (see "Equipment") as a spellcasting focus for your bard Spells. Jack of All Trades Gain +1 bonus to any ability check you make that doesn't already include your rank or proficiency bonus. This bonus increases to +2 at 9th level. Song of Rest 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 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 1d 10 at 13th level, and to 1d 12 at 17th level. Spells Cantrip 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). Friends For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it. 1st Level Dissonant Whispers You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Faerie Fire Each object in a 20-foot cube within range is outlined by blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. 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. Tasha's Hideous Laughter A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends. Earth Tremor You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared. Feats Feat : Alert(Himoto) Always on the lookout for danger, you gain the following benefits: You gain a +5 bonus to initiative. You can’t be surprised while you are conscious. Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you. Feat : Martial Adept You have martial training that allows you to perform special combat maneuvers. You gain the following benefits: You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. Chosen Maneuvers: Parry, Trip attack Feat : Magic Initiate Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard Chosen Class and Spells : Warlock; Prestidigitation, Eldritch Blast, Hex Feat : Defensive duelist(Human Var.) When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. Feat : Actor Skilled at mimicry and dramatics, you gain the following benefits: Increase your Charisma score by 1, to a maximum of 20. You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked. Posseseed Items Chokuto(Rapier) Daikyu(Longbow) Kunai(Dagger) Leather Armor Backpack Bedroll 2x costumes 5x candles 5 days of Rations Waterskin Disguise kit. Shamisen(Lute) Update History Jul 27 Stats :
Lvl increased to Lvl 2 Hp increased by 5 Increased Rank : Simple Weapons, Insight, Performance, Dex Save +1 Added Class features: Jack of All Trades Song of Rest Added Spells : Earth Tremor Added Items/Equipment : - Edited by Silveria, Jul 27 2017, 08:06 PM.
|
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · Koukosei · Next Topic » |






7:16 AM Jul 11