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Ska Doosh

Fire Genasi Race
Origin
Bard (Lore) 6 Class & Level
Neutral Good Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 13
+1
Dexterity 14
+2
constitution 14
+2
intelligence 13
+1
wisdom 13
+1
charisma 18
+4
Total Hit Dice 5
Hit Die
1d8+2
+3 proficiency bonus
+1 Strength
+5 Dexterity
+5 Constitution
+1 Intelligence
+1 Wisdom
+7 Charisma
saving throws
+5 Acrobatics
+1 Animal Handling
+4 Arcana
+4 Athletics
+7 Deception
+7 History
+7 Insight
+4 Intimidation
+4 Investigation
+1 Martial
+1 Medicine
+1 Nature
+1 Perception
+10 Performance
+4 Persuasion
+1 Religion
+2 Sleight of Hands
+2 Stealth
+1 Survival
skills

 
0
MV
0
Prestige
3
Attunement Slots
14
Armor Class
45
Hit Points
+2
Initiative
60
Speed
WeaponAttackDamage
Rapier 1d20+5 1d8+2
Dagger 1d20+5 1d4+2
Vicious MockeryWis Save DC: 15 1d4
Dissonant WhispersWis Save DC: 15 3d6
ThunderwaveCon Save DC: 15 2d8
Attacks
Skills: Acrobatics, Performance, History, Deception (Origin), Athletics (Lore), Insight (Lore), Arcana (Lore), Investigation (Skill Expert)
Expertise: Performance, Insight, History (Skill Expert)
Armor: Light Armor
Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Short Swords
Tools: Flute, Lute, Pan Flute,
Saving Throws: Dexterity, Charisma, Constitution
Proficiences
DC: 15
Spell Attack Mod: +5
Cantrips

Produce Flame, Minor Illusion, Prestidigitation, Vicious Mockery

 


1st Level

Burning Hands, Charm Person, Dissonant Whispers, Faerie Fire, Healing Word, Thunderwave

 


2nd Level

Heat Metal

 


3rd Level

Level 3: Beacon of Hope, Dispel Magic, Leomund's Tiny Hut, Lightning Bolt, Mass Healing Word

 

Spellcasting
Rapier, Entertainer's Pack, Lute, Leather Armor, Dagger, Blackflame Dagger, Lute of Spectacles, 50 FT of Rope, Climber's Kit, Journal, Ink, Quill, Studded Leather Armor, 100GP
Equipment
Razzle Dazzle
Stat Array
Racial

Dark Vision, Reach to the Blaze, Seal of Fire
Languages: Common, primordial, and infernal

 


Bard

Jack of All Trades: Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Song of Rest: Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points. The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Font of Inspiration: Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

 


Origin

+1 Cha Origin
+2 Cha Stat Cap
Skill: Deception

 


Feats and ASI's

Res Con

Actor:
Skilled at mimicry and dramatics, you gain the following benefits:
Increase your Charisma score by 1, to a maximum of 20.
You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Skill Expert:
+1 CHA, Investigation prof, History expertise

 

Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

KanaXM.

Statblock Type

Verum Character Sheet

Link/Embed