User:Wizardoest/PCs/Godfrey the Imp
Godfrey the Imp
Wizard 1
With his human familiar, Claude Sizzlesteak
Str 9 +0; Dex 13 +1; Con 12 +0; Int 16 +2; Wis 8 -1; Chr 15 +1
Damage: d4
Armor: none
HP: 16
Bard 3
Medium Hill Dwarf, Chaotic Good
Noble background
AC 14 (studded leather 12, +2 dex)
HP 27 (3d8+6 con+3 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 (6) cast 1st[4], 2nd[2]; 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 of 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] Healing Word, p250 — [Bonus] V; 60'
- Target gains 1d4+2 hp, No effect on undead or constructs.
- [1st] Identify, p252 — [Ritual] V,S,M; Touch
- You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item w as created by a spell, you learn which spell created it.
- If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
- [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.
- [2nd] Suggestion, p279 — V,M; w/i 30', Wisdom save, Conc up to 8 hours
- Reasonable suggestions. If you or any of your companions damage the target, the spell ends.
- [2nd] Shatter, p275 — V,S,M; w/i 60'; Con save
- 10' sphere takes 3d8 or half.
- A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell's area.
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
- Deception [Expertise] +6
- History +3
- History [related to the origin of stonework] +5
- Investigation +3
- Perception +1
- Performance +4
- Persuasion [Expertise] +6
- 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.
- Cutting Words, Reaction, w/i 60', effects Attack roll, ability check, or damage
- Use Bardic Inspiration die to reduce targeted check or damage.
- 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