Drinking & Dragons

User:Wizardoest/PCs/Anthony Villani

From Drinking and Dragons
< User:Wizardoest
Revision as of 20:04, 15 March 2018 by Wizardoest (talk | contribs) (WIP)

Name

Majestic Maestro (Bard 11)
Background: ???
Neutral good | Human

Abilities Str 12 +1 | Dex 14 +2 | Con 14 +2 | Int 13 +1 | Wis 14 +1 | Cha 18 +4
Proficiency Bonus: +4

Defenses

HP: 80 (11d8+22)
AC: 10
Saves: Dexterity, Charisma

Offense

Move: 30'
Melee [Rapier]: +0/+0 (0d0 type)
Ranged: <none> +6 (0 dmg)

Spells

Spell Descriptions
Save: 16 (8+prof(4)+Cha(4))
Spell Attack: +8
Spell Slots:

6th (1)
empty
5th (2)
empty
empty
4th (3)
empty
empty
3rd (3)
empty
empty
empty
2nd (3)
empty
empty
1st (4)
empty
empty
empty
empty
empty
Cantrips
empty
empty
empty
empty


Feats

Inspiring Leader
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.
Mobile
You are exceptionally speedy and agile. You gain the following benefits:
Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Sharpshooter
Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
Your ranged weapon attacks ignore half cover and three-quarters cover.
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Skills

  • Deception +7
  • Insight + 4
  • Intimidation +7
  • Religion +4

Languages: 2

Passive Abilities

Proficiencies: Light armor, Simple Weapons, no tools.

Acolyte

Feature: Shelter of the Faithful

As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share 1 your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Personal

Personality trait I have a complicated relationship with the truth and straight answers, which is only amplified by my relationship with the fey.

Ideal I have faith that the work I do for Kelemvor putting the dead to rest makes the world a better place for the living and the dead.

Bond I do what I do to be able to someday put my grandmother's spirit to rest.

Flaw Beholden to a community of pixies.