Remove these ads. Join the Worldbuilders Guild

Midas Melo-Muse

Yuan-Ti Race
Far Traveler Origin
Hexblade Warlock/Valor Bard 3/3 Class & Level
Neutral Good Alignment
?? Deity
?? Faction
?? Rank/Position
?? Loyalty
?? Company

Strength 12
+1
Dexterity 14
+2
constitution 15
+2
intelligence 12
+1
wisdom 14
+2
charisma 20
+5
Total Hit Dice 6
Hit Die
1d8+2
+3 proficiency bonus
+1 Strength
+5 Dexterity
+2 Constitution
+1 Intelligence
+2 Wisdom
+8 Charisma
saving throws
+005 Acrobatics
+3 Animal Handling
+2 Arcana
+2 Athletics
+6 Deception
+2 History
+005 Insight
+6 Intimidation
+2 Investigation
+3 Martial
+3 Medicine
+2 Nature
+006 Perception
+00011 Performance
+6 Persuasion
+0007 Religion
+3 Sleight of Hands
+3 Stealth
+3 Survival
skills

 
0
MV
0
Prestige
3
Attunement Slots
17
Armor Class
43
Hit Points
+2
Initiative
30
Speed
Attacks
Yuan-Ti Pureblood

Yuan-Ti Pureblood Features

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.

Age. Purebloods mature at the same rate as humans and have lifespans similar in length to theirs.

Size. Purebloods match humans in average size and weight. Your size is Medium.

Speed. Your base walking speed is 30 feet.

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.

Innate Spellcasting. You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Magic Resistance. You have advantage on saving throws against spells and other magical effects.

Poison Immunity. You are immune to poison damage and the poisoned condition.

Languages. You can speak, read, and write Common, Abyssal, and Draconic.

 


Bard Prof

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice. (Singing,
Saving Throws: Dexterity, Charisma
Skills: Choose any three (Performance, Acrobatics, Religion)

 


Background - Far Traveler

Skill Proficiencies: Insight, Perception
Tool Proficiencies: Any one musical instrument or gaming set of your choice (Dragon Chess)
Languages: Any one of your choice
Equipment: One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in ?????, a small piece of jewelry worth 10gp (His Cross) in the style of your homeland's craftsmanship, and a pouch containing 5gp

 


Character Traits/Feats

Level 1 Feat - Telekinetic
Level 5 Feat - Polearm Master

 

Proficiences
Spells

Bard Spells
------------------
Cantrips
  • (Improved) Mage Hand - Prestidigitation

  • 1st Level
  • Faerie Fire - Thunderwave - Healing Word - Bane

  • 2nd Level
  • Blindness/Deafness - Mirror Image
  • ------------------

    Warlock Spells

    ------------------

    Cantrips
  • Booming Blade - Eldritch Blast

  • 1st Level
  • Shield - Wrathful Smite - Armor of Agathys -

  • 2nd Level
  • Shatter - Misty Step - Earthbind
  • ------------------
    Invocations
    ------------------
    Eldritch Sight
    You can cast Detect Magic at will, without expending a spell slot or material components.

    Improved Pact Weapon
    Prerequisite: Pact of the Blade feature
    You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.

    In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

    Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

     

    Spellcasting
    Equipment

    Any simple weapon
    An entertainer's pack
    Any other musical instrument
    Leather armour and a dagger

    Half Plate (Assuming we have purchased equipment up to level 6)
    Pact Weapon (Microphone Halberd)

     

    Equipment
    ??
    Faction
    11, 14, 14, 17, 15, 12
    Stat Array
    Backstory

    A lounge singer at a bougie and popular inn, the Yuan-Ti Midas Melo-Muse has worked himself up from poverty to gold. Once an orphan living in squalor, Midas found he had a knack for song and performance.

    Using his skills he worked himself up from rags to riches, he however found himself beset by many foes looking to squander his progress. Some, even tried to kill him. So he chose to work together with a strange creature within a magical microphone, forming a pact.

    Dubbed the "Producer" this being gave Midas the ability to fend off those who would work to remove himself from his position. This also gave Midas the opportunity to assist those who lived in a similar situation to him.

    Since then Midas did his fair share of travelling, and once he was convinced he had moved far away enough from his past woes, he set up shop in an expensive hotel as the lead entertainment.

     


    Bardic Inspiration

    ------------------
    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

    ------------------
    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

    ------------------
    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 at the end of the short rest by spending one or more Hit Dice, 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.

     


    College of Valor

    ------------------
    College of Valor

    Bonus Proficiencies
    When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

    Combat Inspiration
    Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

     


    Expertise

    ------------------
    Expertise
    At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Performance/Religion)

    At 10th level, you can choose another two skill proficiencies to gain this benefit.

     


    Hexblade

    Hexblade's Curse
    Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

    You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
    Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
    If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
    You can’t use this feature again until you finish a short or long rest.

    Hex Warrior
    At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

    The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

     


    Eldritch Invocations

    ------------------
    Eldritch Invocations
    In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

    At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. A level prerequisite refers to your level in this class.

    Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

     


    Pact of the Blade

    ------------------
    Pact Boon
    At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

    Pact of the Blade
    You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
    Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
    You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
    You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

     


    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

    OmegaSlant.

    Statblock Type

    Verum Character Sheet

    Link/Embed