Drinking & Dragons

User:Wizardoest/PCs/Crystal Stonebreaker (5e)

From Drinking and Dragons

Crystal Stonebreaker

Medium Hill Dwarf, Chaotic Good
Noble background


AC 14 (studded leather 12, +2 dex)
HP 19 (2d8+4 con+2 dwarf)
Speed 25'
Proficiency +2


STR 10 +0; DEX 14 +2; CON 15 +2; INT 12 +1; WIS 9 -1; CHA 15 +2;


Saving Throws Dexterity +4, Charisma +4 Advantage on saving throws against poison
Damage Resistance Poison
Senses Darkvision 60'
Languages Common, Dwarven


Melee: Rapier +4 (1d8+2dex p), finesse
Melee: Dagger +4 (1d4+2dex b), finesse, light, thrown (range 20/60)
Ranged: Shortbow +4 (1d6+2 p; range 80'/320'), ammo, 2-handed


Spells Cantrips (2); Spells (5) cast 3; DC 12; May Ritual Cast

[c] Friends, p244 — S,M; Conc up to 1min
Advantage on all Charisma checks directed at one creature 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.
[c] Vicious Mockery, p285 — V; 60'; Wisdom save
Take 1d4 psychic dmg and disadvantage on next attack roll before the end of it's next turn.
[1st] Bane, p216 — V,S,M; Conc up to 1min; Charisma save
Up to three creatures o f your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
[1st] Disguise Self, p233 — V,S; Self; 1 hour
Change your appearance. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
[1st] Faerie Fire, p239 — V; 60'; Conc up to 1min; 20' cube; Dexterity save
Each object in a 20-foot cube within range is outlined in 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.
[1st] Healing Word, p250 — [Bonus] V; 60'
Target gains 1d4+2 hp, No effect on undead or constructs.
[1st] Thunderwave, p282 — V,S; 15' cube from you; Constitution save
On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

Weapons and Armor: Light armor; Simple weapons, hand crossbows, longswords, rapiers, shortswords; battleaxe, handaxe, throwing hammer, and warhammer
Tools Brewing supplies, Three musical instruments of your choice (Drum, Lute, Horn), One type of gaming set (Playing cards)
Skills

  • Arcana +3
  • Intimidation +4
  • History +3
  • History [related to the origin of stonework] +5
  • Persuasion +4
  • Stealth +4
  • All other skills +1 and ability

Tool Proficiencies: Drum, Lute, Horn
Equipment: Playing cards


Bardic Inspiration, Cha/day, Bonus action, w/i 60', Long rest
Gain a d6 for use on any d20 roll for the next 10 minutes.
Song of Rest
Any friendly creatures who can hear your performance regain 1d6 extra hit points at the end of the short rest.
Dwarven Resilience
You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).
Dwarven Combat Training
You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
Stonecunning.
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Dwarven Toughness.
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Position of Privilege
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

• (a) a rapier • (b) an entertainer's pack • (a) a lute or (b) any other musical instrument • Leather armor and a dagger A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp 200gp

Studded leather 45gp Shortbow 25gp