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Roxane Valleau

Royal Damphir Race
Orde (Church Child) Origin
Bard (Lore) 7 Class & Level
Neutral Alignment
Lorita Deity
Factionless Faction
N/A Rank/Position
N/A Loyalty
N/A Company

Strength 10
+0
Dexterity 16
+3
constitution 14
+2
intelligence 11
+0
wisdom 11
+0
charisma 20
+5
Total Hit Dice 3
Hit Die
1d8+2
+3 proficiency bonus
+0 Strength
+6 Dexterity
+2 Constitution
+0 Intelligence
+0 Wisdom
+8 Charisma
saving throws
+4 Acrobatics
+1 Animal Handling
+3 Arcana
+1 Athletics
+6 Deception
+3 History
+3 Insight
+8 Intimidation
+3 Investigation
+1 Martial
+3 Medicine
+1 Nature
+6 Perception
+11 Performance
+8 Persuasion
+3 Religion
+6 Sleight of Hands
+4 Stealth
+1 Survival
skills

 
0
MV
0
Prestige
0
Attunement Slots
16
Armor Class
52
Hit Points
+3
Initiative
30
Speed
WeaponAttackDamageTypeRangeQualities
Rapier 1d20+5 1d8+3 piercing5ftFinesse
Dagger 1d20+5 1d4+3 piercing(20/60ft)Finesse, Light, Range, Thrown
Attacks
Armor: Light armor
Weapons: Simple, Hand crossbows, Longswords, Rapiers, Shortswords

Language: Common and Necril

Tools: Cook's Utensils

Saving Throws: Dexterity, Charisma

Skills: Arcana, History, Insight, Intimidation, Investigation, Medicine, Perception, Performance, Persuasion, Religion, Sleight of Hand

Expertise: Performance, Perception
Proficiences

Lore Bard


Spells
Slot LevelSpells
CantripToll the Dead, Guidance, Mending, Mage Hand, Prestidigitation, Message
1stBless, Detect Magic, Find Familiar, Unseen Servant, Cure Wounds, Disguise Self, Speak with Animals
2ndInvisibility, Enhance Ability, Lesser Restoration, Hold Person
3rdSending, Dispel Magic
4thDimension Door

Spellcasting
Weapons
-Rapier

Armor
-Studded Leather Armor

Utility
-Cook's Utensils
-Lyre

Entertainer's Pack
- a Backpack
  • a Bedroll
  • 2 costumes
  • 5 Candles
  • 5 days of Rations
  • a Waterskin
  • a Disguise Kit

  •  

    Equipment
    Factionless
    Faction
    Custom
    Stat Array
    Racial
    Darkvision
    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.

     
    Sunlight Sensitivity
    You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

     
    Blood Curse
    Once per week, Dhampirs must partake in the blood of another humanoid in order to replace their own blood to survive. If a Dhampir fails to do so, they gain one point of exhaustion per day afterwards that cannot be removed until they consume the blood of another humanoid.

     


    Fangs
    Your fangs are a natural weapon which you can use to make unarmed strikes. Your fangs count as a finesse weapon, and as such if you hit with it, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier.

     
    Invigorate
    Once per long rest, when you successfully attack a living humanoid with blood using your fangs, you can spend one Hit Die to heal yourself (no action required). Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total. Using this ability counts as a source of blood for the blood curse effect.

     
    Predatoy Charm
    You can magically beguile the mind of creatures, twisting their perception of you. You can cast the spell Charm Person once with this trait. At 7th level, you can cast the spell Charm Monster with this trait instead. You regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.

     



    Class

    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.

     


    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 regain hit points by spending Hit Dice 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.

     


    Origin

    Church Child (Orde)
    You gain a cantrip from the cleric spell list and may cast it at character level

     

    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

    Tasami.

    Statblock Type

    Verum Character Sheet

    Link/Embed