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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
       ----------
       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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