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== Heinrich "Hank" Von Edelmann ==
== Anthony Villani ==
 
[[File:Anthony Villani.jpg|right|300px]]
'''Doomguide of Kelemvor, the god of the Dead''' (Warlock 8)<br>
'''Bard 11''' <br>
'''Patron:''' A village of tiny fey who lost a bet against me (Archfey)<br>
'''Background:''' Entertainer<br>
'''Background:''' Acolyte<br>
Neutral good | Human
Lawful Good | Human
 
'''Abilities''' Str 14 +2 | Dex 14 +2 | Con 15 +2 | Int 11 +0 | Wis 10 +0 | Cha 16 +3  <br/>
''27 point buy, Includes human +1 to all scores and ability score increase at 4th (Cha)''


'''Abilities''' Str 12 +1 | Dex 14 +2 | Con 14 +2 | Int 13 +1 | Wis 14 +2 | Cha 20 +5  <br/>
''4th: +2 to Cha; 8th: Feat'' <br/>
'''Proficiency Bonus:''' +4
'''Proficiency Bonus:''' +4


== Defenses ==
== Defenses ==


'''HP:''' 59 (8d8+16)<br>
'''HP:''' 80 (11d8+22)<br>
'''AC:''' 12<br>
'''AC:''' 15 (Glamoured Studded Leather +1)<br>
'''Saves:''' Wisdom, Charisma
'''Saves:''' Dexterity, Charisma


== Offense ==
== Offense ==


'''Move:''' 40'<br>
'''Move:''' 30'<br>
'''Melee [Pact weapon]:''' Greatsword +6/+6 (2d6 slashing)<br>
'''Melee [Rapier]:''' +8 (1d8 piercing + 3)<br>
'''Melee [Pact weapon]:''' Maul +6/+6 (2d6 bludgeoning)<br>
'''Ranged [Dart]:''' +6 (1d4+1) <br>
'''Melee [Pact weapon]:''' War pick +6/+6 (1d8 piercing)<br>
'''Ranged:''' <none> +6 (0 dmg) <br>
'''Eldritch Blast''' +7/+7 (1d10+3 force, 300', ignore 1/2 and 3/4 cover) May take -5 att for +10 dmg.


=== Spells ===
=== Spells ===
[[User:Wizardoest/PCs/Doomguide Hank/Spells|Spell Descriptions]] <br>
'''Save:''' 17 (8+prof(4)+Cha(5))<br>
'''Save:''' 15 (8+prof+Cha)<br>
'''Spell Attack:''' +9<br>
'''Spell Attack:''' +7<br>
'''Spell Slots:'''  
'''Spell Slots:''' 2 at 4th level (short or long rest to recharge)
;6th (1)
 
: [https://thebombzen.com/grimoire/spells/mass-suggestion Mass Suggestion] V,M
;4th
;5th (2)
: Dimensional Door, Dominate Beast, Greater Invisibility; Hallucinatory Terrain
: [https://thebombzen.com/grimoire/spells/synaptic-static Synaptic Static] V,S
;3rd
: C [https://thebombzen.com/grimoire/spells/hold-monster Hold Monster] V,S,M
: Fly, Counterspell, Blink, Plant Growth
;4th (3)
;2nd
: C [https://thebombzen.com/grimoire/spells/ Compulsion] V,S
: Suggestion, Zone of Truth, Calm Emotions, Phantasmal Force
: [https://thebombzen.com/grimoire/spells/dimension-door Dimension Door] V
;1st
: C [https://thebombzen.com/grimoire/spells/evards-black-tentacles Evard’s Black Tentacles] V,S,M
: Cure Wounds, Longstrider, Bane, Faerie Fire, Sleep
;3rd (3)
: C [https://thebombzen.com/grimoire/spells/hypnotic-pattern Hypnotic Pattern] S,M
: C [https://thebombzen.com/grimoire/spells/major-image Major Image] V,S,M
: C [https://thebombzen.com/grimoire/spells/haste Haste] V,S,M
;2nd (3)
: [https://thebombzen.com/grimoire/spells/knock Knock] V
: C [https://thebombzen.com/grimoire/spells/silence Silence] V,S
;1st (4)
: [https://thebombzen.com/grimoire/spells/charm-person Charm Person] V,S
: [https://thebombzen.com/grimoire/spells/cure-wounds Cure Wounds] V,S
: [https://thebombzen.com/grimoire/spells/thunderwave Thunderwave] V,S
: [https://thebombzen.com/grimoire/spells/silent-image Silent Image] V,S,M
: [https://thebombzen.com/grimoire/spells/disguise-self Disguise Self] V,S
;Cantrips
;Cantrips
: Eldritch Blast, Mage Hand, True Strike
: [https://thebombzen.com/grimoire/spells/eldritch-blast Eldritch Blast] V,S
 
: C [https://thebombzen.com/grimoire/spells/friends Friends] S,M
{{Page-break}}
: [https://thebombzen.com/grimoire/spells/message Message] V,S,M
=== Invocations ===
: [https://thebombzen.com/grimoire/spells/vicious-mockery Vicious Mockery] V
: [https://thebombzen.com/grimoire/spells/blade-ward Blade Ward] V,S


'''Misty Visions''', You can cast silent image at will, without expending a spell slot or material components.<br>
== Active Abilities ==
''1 action, Range 60', VSM, Concentration up to 10 min.''<br>
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. Intelligence (Investigation) vs spell save DC reveals it as an illusion.


'''Pact of the Blade''', standard action to summon any melee weapon (w/prof) that counts as magic for overcoming resistance and immunity to nonmagical attacks and damage. It disappears if it goes more than 5' away for more than one minute.
;Bardic Inspiration (5/day; Recharge short or long rest)
: w/i 60' get a d10. Use w/i 10 min on ability, attack, save
;Mantle of Inspiration (Bonus action; uses Bardic Insp)
: Grant yourself a wondrous appearance. 5 targets w/i 60' gain 11 temp HP and may use their reaction to move up to their speed w/o provoking.
;Enthralling Performance (Recharge short or long rest)
: After 1min performance 5 targets Wis save or are charmed. Failing doesn't notice the save.
;Mantle of Majesty (Bonus action; Concentration)
: Case ''Command'' w/o spending a spell slot and take on an unearthly beauty for 1min.
: Creatures charmed by you automatically fail this save.
;Countercharm
: Perform until the end of my next turn; w/i 30' adv vs frightened/charmed
;Song of Rest (end of short rest)
: Everyone gains +1d8 hp.
;By Popular Demand (Background)
:You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.


=== Warlock Abilities ===


'''Fey Presence (short or long rest recharge)''', standard action to cause all creatures in 10' cube (on me) to make a Wisdom save vs Spell DC. Fail are charmed or frightened by me until the end of my next turn.
== Feats ==
 
'''Misty Escape (short or long rest recharge)''', when you take damage you may use your reaction to turn invisible and teleport up to 60' anywhere with line of sight.
 
=== Feats ===


;Magic Initiate
: Learn two cantrips and one 1st level spell
;Inspiring Leader
;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.
: After 10 min pep talk, 6 targets w/i 30' gain 16 temp HP.
: Cannot benefit again until after a short rest.


;Mobile
== Skills ==
: 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
;Jack of All Trades
: Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
: Use any skill with a +2 bonus.
: Your ranged weapon attacks ignore half cover and three-quarters cover.
;Expertise
: 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.
: Double proficiency bonus on four skills (marked with an asterisk)


== Skills ==
* ☹️Animal Handling +4
* ☹️Arcana +3
* ☹️Athletics +3
* 👍Acrobatics +6
* 👍Deception +9
* ☹️History +3
* ❤️Insight* +10
* 👍Investigation +5
* 👍Intimidation +9
* ☹️Medicine +4
* ☹️Nature +3
* ❤️Perception* +10
* ❤️Persuasion* +13
* ❤️Performance* +13
* ☹️Religion +3
* ☹️Sleight of Hand +4
* ☹️Stealth +4
* ☹️Survival +4


* Deception +7
Tools
* Insight + 4
* Disguise kit
* Intimidation +7
* Entertainer's pack
* Religion +4
* Four musical instruments (flute, piano)


'''Languages:''' 2
'''Languages:''' Common, Draconic, Dwarven


== Passive Abilities ==
== Passive Abilities ==


'''Proficiencies:''' Light armor, Simple Weapons, no tools.
'''Proficiencies:''' Light armor, Simple Weapons, Crossbow, Longsword, Short Sword, Rapier, (3) musical instruments <br>
 
'''Jack of All Trades''' (see Skills)
=== Invocations ===
 
'''Agonizing Blast''' (Prerequisite: eldritch blast cantrip)<br>
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
 
'''Eldritch Spear''' (Prerequisite: eldritch blast cantrip)<br>
When you cast eldritch blast, its range is 300 feet.
 
'''Thirsting Blade''' (Prerequisite: 5th level, Pact o f the Blade feature)<br>
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
 
=== 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.
 
=== How the pact with the Archfey was forged ===


Years ago, in fact almost a decade ago, a fresh-faced Hank was lost in the woods while on a mission for Kelemvor. As he tried to find his way back his path was vexed by a host of small fey, who decided that he was to be their entertainment. To their surprise, he retaliated not with violence, but with tricks of his own, outsmarting the host of pixies. Seeing something in him, he won his freedom by agreeing to be their sponsored representative.
== Equipment ==


This sponsorship grants Hank a host of abilities to tend his duties as a Doomguide but it also holds him liable to the needs and whims of his pixie host.
A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 15 gp


* Glamoured Studded Leather Armor
* Gem of Seeing
* Cloak of Displacement


[[Category:Wizardoest:Character Build]]
[[Category:Wizardoest:Character Build]]
[[Category:Wizardoest:PC]]
[[Category:Wizardoest:PC]]

Latest revision as of 22:14, 23 March 2018

Anthony Villani

Anthony Villani.jpg

Bard 11
Background: Entertainer
Neutral good | Human

Abilities Str 12 +1 | Dex 14 +2 | Con 14 +2 | Int 13 +1 | Wis 14 +2 | Cha 20 +5
4th: +2 to Cha; 8th: Feat
Proficiency Bonus: +4

Defenses

HP: 80 (11d8+22)
AC: 15 (Glamoured Studded Leather +1)
Saves: Dexterity, Charisma

Offense

Move: 30'
Melee [Rapier]: +8 (1d8 piercing + 3)
Ranged [Dart]: +6 (1d4+1)

Spells

Save: 17 (8+prof(4)+Cha(5))
Spell Attack: +9
Spell Slots:

6th (1)
Mass Suggestion V,M
5th (2)
Synaptic Static V,S
C Hold Monster V,S,M
4th (3)
C Compulsion V,S
Dimension Door V
C Evard’s Black Tentacles V,S,M
3rd (3)
C Hypnotic Pattern S,M
C Major Image V,S,M
C Haste V,S,M
2nd (3)
Knock V
C Silence V,S
1st (4)
Charm Person V,S
Cure Wounds V,S
Thunderwave V,S
Silent Image V,S,M
Disguise Self V,S
Cantrips
Eldritch Blast V,S
C Friends S,M
Message V,S,M
Vicious Mockery V
Blade Ward V,S

Active Abilities

Bardic Inspiration (5/day; Recharge short or long rest)
w/i 60' get a d10. Use w/i 10 min on ability, attack, save
Mantle of Inspiration (Bonus action; uses Bardic Insp)
Grant yourself a wondrous appearance. 5 targets w/i 60' gain 11 temp HP and may use their reaction to move up to their speed w/o provoking.
Enthralling Performance (Recharge short or long rest)
After 1min performance 5 targets Wis save or are charmed. Failing doesn't notice the save.
Mantle of Majesty (Bonus action; Concentration)
Case Command w/o spending a spell slot and take on an unearthly beauty for 1min.
Creatures charmed by you automatically fail this save.
Countercharm
Perform until the end of my next turn; w/i 30' adv vs frightened/charmed
Song of Rest (end of short rest)
Everyone gains +1d8 hp.
By Popular Demand (Background)
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.


Feats

Magic Initiate
Learn two cantrips and one 1st level spell
Inspiring Leader
After 10 min pep talk, 6 targets w/i 30' gain 16 temp HP.
Cannot benefit again until after a short rest.

Skills

Jack of All Trades
Use any skill with a +2 bonus.
Expertise
Double proficiency bonus on four skills (marked with an asterisk)
  • ☹️Animal Handling +4
  • ☹️Arcana +3
  • ☹️Athletics +3
  • 👍Acrobatics +6
  • 👍Deception +9
  • ☹️History +3
  • ❤️Insight* +10
  • 👍Investigation +5
  • 👍Intimidation +9
  • ☹️Medicine +4
  • ☹️Nature +3
  • ❤️Perception* +10
  • ❤️Persuasion* +13
  • ❤️Performance* +13
  • ☹️Religion +3
  • ☹️Sleight of Hand +4
  • ☹️Stealth +4
  • ☹️Survival +4

Tools

  • Disguise kit
  • Entertainer's pack
  • Four musical instruments (flute, piano)

Languages: Common, Draconic, Dwarven

Passive Abilities

Proficiencies: Light armor, Simple Weapons, Crossbow, Longsword, Short Sword, Rapier, (3) musical instruments
Jack of All Trades (see Skills)

Equipment

A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 15 gp

  • Glamoured Studded Leather Armor
  • Gem of Seeing
  • Cloak of Displacement