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#Post#: 898--------------------------------------------------
Mudita Chaaran
DIR By: Mudita
Date: December 5, 2019, 4:37 pm
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Name: Mudita Chaaran
Epithet:
Race: Half-Elf
Gender: Male
Age: 32
Height: 5'10"
Weight: 130lb
Eyes: Mocha
Skin: Copper
Hair: Light Brown
Language: Common, Elvish, Celestial, Dwarven
Personality: Some people say he has a charming personality,
others a lecherous one but he just wants to share his love with
the world. He enjoys performing for others and it's how he earns
much of his living.
Background: A casanova who left his homeland in search of
adventure to make in to songs, making a name for himself as a
famous bard in the process.
Country: Swords Coast
Place of Birth: Elf Homeland
Professional Info
Class: Bard
Job: Adventurer, Performer, Entertainer
Background: Courtier
Level: 1
XP: 0/300
Proficiency
Saving Throws: Dexterity, Charisma
Light armor
Simple weapons
Hand crossbows
Longswords
Rapiers
Shortswords
Lyre
Drum
Shawm
Persuasion
Intimidation
Stealth
Perception
Insight
Religion
Arcana
Inventory
Carrying Capacity: 25/90
Coin: 1G 0S 0C (80 Roll)
Items
Shawm 1 lb.
Crossbow bolts (40) 3 lb.
Equipped Gear (Studded leather 12 + Dex modifier 13 lb.)
Helm:
Torso:
Arms:
Legs:
Feet:
Right Hand: Dagger 1d4 piercing
(range 20/60)
Left Hand: Dagger 1d4 piercing
(range 20/60)
Back: Quiver 1 lb., Crossbow, light 1d8 piercing 5 lb.
Ammunition (range 80/320), loading, two-handed
Half-Elf Traits
Your half-elf character has some qualities in common with elves
and some that are unique to half-elves.
Ability Score Increase
Your Charisma score increases by 2, and two other ability scores
of your choice increase by 1.
Age
Half-elves mature at the same rate humans do and reach adulthood
around the age of 20. They live much longer than humans,
however, often exceeding 180 years.
Alignment
Half-elves share the chaotic bent of their elven heritage. They
value both personal freedom and creative expression,
demonstrating neither love of leaders nor desire for followers.
They chafe at rules, resent others’ demands, and sometimes prove
unreliable, or at least unpredictable.
Size
Half-elves are about the same size as humans, ranging from 5 to
6 feet tall. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Darkvision
Thanks to your elf blood, you have superior vision in dark and
dim conditions. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim
light. You can’t discern color in darkness, only shades of gray.
Fey Ancestry
You have advantage on saving throws against being charmed, and
magic can’t put you to sleep.
Skill Versatility
You gain proficiency in two skills of your choice.
Languages
You can speak, read, and write Common, Elvish, and one extra
language of your choice.
Class Skills
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.
Magical Inspiration
1st-level bard feature (enhances Bardic Inspiration)
If a creature has a Bardic Inspiration die from you and casts a
spell, the creature can roll that die and add the number rolled
to one damage or healing roll of the spell. The Bardic
Inspiration die is then lost.
Spell Versatility
1st-level bard feature (enhances Spellcasting)
Whenever you finish a long rest, you can replace one spell you
learned from this Spellcasting feature with another spell from
the bard spell list. The new spell must be the same level as the
one you replace.
Note: Cantrips are spells
Cantrips
Vicious Mockery
cantrip enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Bard
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).
LEVEL Cantrip
CASTING TIME 1 Action
RANGE/AREA 60 ft
COMPONENTS V
DURATION 1 Round
SCHOOL Enchantment
ATTACK/SAVE INT Save
DAMAGE/EFFECT Psychic
You drive a disorienting spike of psychic energy into the mind
of one creature you can see within range. The target must make
an Intelligence saving throw. Unless the saving throw is
successful, the target takes 1d6 psychic damage, and the first
time it makes a saving throw before the end of your next turn,
it must roll a d4 and subtract the number rolled from the save.
This spell’s damage increases by 1d6 when you reach certain
levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Spells
Heroism
1 enchantment
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Up to 1 minute
Classes: Bard, Paladin
A willing creature you touch is imbued with bravery. Until the
spell ends, the creature is immune to being frightened and gains
temporary hit points equal to your spellcasting ability modifier
at the start of each of its turns. When the spell ends, the
target loses any remaining temporary hit points from this spell.
At Higher Levels: When you cast this spell using a spell slot of
2nd level or higher, you can target one additional creature for
each slot level above 1st.
Command
1 enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round
Classes: Cleric, Paladin, Warlock
You speak a one-word command to a creature you can see within
range. The target must succeed on a Wisdom saving throw or
follow the command on its next turn. The spell has no effect if
the target is undead, if it doesn’t understand your language, or
if your command is directly harmful to it. Some typical commands
and their effects follow. You might issue a command other than
one described here. If you do so, the GM determines how the
target behaves. If the target can’t follow your command, the
spell ends. Approach. The target moves toward you by the
shortest and most direct route, ending its turn if it moves
within 5 feet of you. Drop. The target drops whatever it is
holding and then ends its turn. Flee. The target spends its turn
moving away from you by the fastest available means. Grovel. The
target falls prone and then ends its turn. Halt. The target
doesn’t move and takes no actions. A flying creature stays
aloft, provided that it is able to do so. If it must move to
stay aloft, it flies the minimum distance needed to remain in
the air.
At Higher Levels: When you cast this spell using a spell slot of
2nd level or higher, you can affect one additional creature for
each slot level above 1st. The creatures must be within 30 feet
of each other when you target them.
Hideous Laughter
1 enchantment
Casting Time: 1 action
Range: 30 feet
Components: V S M (Tiny tarts and a feather that is waved in the
air)
Duration: Up to 1 minute
Classes: Bard, Wizard
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.
Id Insinuation
LEVEL 1st
CASTING TIME 1 Action
RANGE/AREA 60 ft
COMPONENTS V, S
DURATION Concentration 1 Minute
SCHOOL Enchantment
ATTACK/SAVE WIS Save
DAMAGE/EFFECT Psychic
You unleash a torrent of conflicting desires in the mind of one
creature you can see within range, impairing its ability to make
decisions. The target must succeed on a Wisdom saving throw or
be incapacitated. At the end of each of its turns, it takes 1d12
psychic damage, and it can then make another Wisdom saving
throw. On a success, the spell ends on the target.
Stat Bonuses
+2 Charisma +1 Two Other
Attributes (No Modifications)
HP: 8
Strength: 6
Dexterity: 17
Constitution: 16
Intelligence: 13
Wisdom: 15
Charisma: 16
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Speed: 30 (Walking)
AC: 16
Modifications
HP: 11
Strength: 6 (-2)
Dexterity: 18 (+4)
Constitution: 16 (+3)
Intelligence: 13 (+1)
Wisdom: 16 (+3)
Charisma: 18 (+4)
*() = Modifier
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