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Jim Parkin
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Ohio
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1. RPG Item: B17: Death & Taxes [Average Rating:0.00 Unranked]
RPG Item: B17: Death & Taxes
Jim Parkin
United States
Stow
Ohio
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Push Cubes. Blow Stuff Up.
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MIND. BLOWN.
Avatar
Microbadge: I love random tables!Microbadge: Dear Optimist, Pessimist and Realist: While you were busy arguing about the glass of water, I drank it!Microbadge: Dice (d6) fanMicrobadge: Oh No! I forgot to post to my PbF!Microbadge: Dreams about board games
ON DECK AND UNPLAYED

In guild Banner Makers

Name: Mr. Lawrence Van Asseldonk, CPA
Race: Human (Variant)
Alignment: LG
Deity: Helm
Class: Wizard (Necromancer)
Level: 6
XP: 14,000


IC Speech Color
IC Thought Color

Downtime Days: 110
Faction: Lord's Alliance
Renown: 0


Flavor:
[INCLUDES SOME NOT-YET-EDITED PLACEHOLDER TERMS FROM OLD SETTING]

Cold, precise, articulate--the life of Lawrence Van Asseldonk has only ever been one of calculation and exactitude. Raised in Althera in a family of regional bureaucrats, he has always known order and regulation as the standard of normalcy for respectable and civilized living. As a young boy, Lawrence was taught that moderation, education, and above all, efficiency, were the hallmarks of progress and societal betterment. Advances in personal effectiveness as a contributing member of one's culture and moral proximity are paramount objectives for Lawrence.

He undertook rigorous studies in the schools of Althera in economics and tax law, and joined the prestigious Guild of Legal Direction ("GOLD") upon matriculation and his earning the title of Certified Public Accountant. The Guild conducts oversight of most of the middle-management of urban affairs in both Althera and Dormast, whether in labor organization, tax assessment, municipal ordinance, and bookkeeping. Lawrence is a traveling representative of GOLD, and spends much of his time on assignment to review and uphold the regulations and restrictions of centralized mandates established and enforced by the guild for the maintenance and refinement of urban business and law in the Hourglass Realm.

In an effort to remain professional, Lawrence places his business and vocation first and foremost in his affairs. Having grown up in Althera, however, he had the freedom to pursue arcane studies as his primary avocation, and has developed strong abilities to command magic to improve the efficiency of his daily operation. Looking only ever to increase the productivity and throughput of society, Lawrence views the magical arts as a supplement to, not a replacement for, proficiency in logic, order, and internal regulations. Even a grand display of arcane prowess should be handled with professionalism and authorized by triplicate forms.

In short, Lawrence Van Asseldonk is a sterile human calculator, finding joy in simplicity and order, precision and correctness, law and prudence. He has no tolerance for so-called free spirits or listless bards and vagabonds. He respects only those whom he sees as efficient and orderly members of society. While he wishes each person in the Realm to conduct their lives in a meaningful and collaborative manner, he laments the fact that the work of great men and women of efficiency are always cut short by the snapping jaws of death...

Background:
Guild Artisan

Personal Goal:


Personality Traits:
- I believe that anything worth doing is worth doing right. I can’t help it--I’m a perfectionist.
- I'm used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others.

Ideals:
- If you're not going to do it right, you're not going to do it at all.

Bonds:
- My honor is my life.

Flaws:
- I am easily distracted by the promise of information.

Hit Points: (Max=44)
Hit Dice: 6d6
Armor Class: 12 (15 w/ Mage Armor)
Speed: 30 ft
Initiative: +2
Passive Perception: 13
Proficiency Bonus: +3

08 STR (-1)
14 DEX (+2)
16 CON (+3)
18 INT (+4)
10 WIS (+0)
10 CHA (+0)

Saving Throws:
STR: -1
DEX: +2
CON: +6
INT: +7
WIS: +3
CHR: +0

Attack Workspace:
(examples)
Weapon1Name: melee, thrown-20ft-60ft / +4 hit / 1d4+2 dmg
Weapon2Name: (one handed) 5ft / +2 hit / 1d6 dmg. (two handed) 5ft / +2 hit / 1d8 dmg
Weapon3Name: ranged-30ft-120ft / +4 hit / 1d4+2 dmg

Skills
+2 Acrobatics (Dex)
+0 Animal Handling (Wis)
+7 Arcana (Int)*
-1 Athletics (Str)
+0 Deception (Cha)
+7 History (Int)*
+3 Insight (Wis)*
+0 Intimidation (Cha)
+4 Investigation (Int)
+0 Medicine (Wis)
+4 Nature (Int)
+3 Perception (Wis)*
+0 Performance (Cha)
+0 Persuasion (Cha)
+4 Religion (Int)
+2 Sleight of Hand (Dex)
+2 Stealth (Dex)
+0 Survival (Wis)


Racial Traits:
Guild Membership
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.

Guild Merchant (Tax Auditor)
Rather than proficiency with artisan’s tools, you might be proficient with navigator’s tools or an additional language. And instead of artisan’s tools, you can start with a mule and a cart.

Class Features:
Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook. You don't need to have the spell prepared.

Learning Spells of 1st Level and Higher
Each time you gain a wizard level, you can add two wizard Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Wizard table. On your Adventures, you might find other Spells that you can add to your Spellbook.

Arcane Recovery
You have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Necromancy Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.

Grim Harvest
At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.

Undead Thralls
At 6th level, you add the Animate Dead spell to your spellbook if it is not there already. When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

Whenever you create an undead using a necromancy spell, it has additional benefits:

> The creature’s hit point maximum is increased by an amount equal to your wizard level.
> The creature adds your proficiency bonus to its weapon damage rolls.

Weapon Proficiencies:
daggers, darts, slings, quarterstaffs, light crossbows

Armor Proficiencies:
N/A

Tool Proficiencies:
N/A

Other Proficiencies:
N/A

Languages:
Common, Elvish, Dwarvish, Draconic

Expertise:
N/A

Feats:
Resilient (CON)
Choose one ability score. You gain the following benefits:

> Increase the chosen ability score by 1, to a maximum of 20.
> You gain proficiency in saving throws using the chosen ability.


Equipment:
980gp 70sp 10cp

Spell Save DC: 15
Spell Attack Modifier: +7
* Denotes Prepared

Cantrips Known:
- Minor Illusion
- Mage Hand
- Toll the Dead
- Message

1st Level Spells Known:
- (R) Tenser's Floating Disc
- (R) Comprehend Languages
- (R) Detect Magic
- (R) Unseen Servant
- (R) Find Familiar
- (R) Identify
- Mage Armor
- Shield
- Catapult

2nd Level Spells Known:
- Dragon's Breath
- Misty Step
- Suggestion
- Phantasmal Force
- Mirror Image
- Enlarge/Reduce

3rd Level Spells Known:
- (R) Phantom Steed
- (R) Tiny Servant
- (R) Leomund's Tiny Hut
- Animate Dead
- Counterspell
- Major Image

Spell Slots:
1st level (4) [][][][] 2nd level (3) [][][] 3rd level [][][]
 
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2. RPG Item: 50 New Ways to Blow Things Up [Average Rating:0.00 Unranked]
RPG Item: 50 New Ways to Blow Things Up
Jim Parkin
United States
Stow
Ohio
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Push Cubes. Blow Stuff Up.
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MIND. BLOWN.
Avatar
Microbadge: I love random tables!Microbadge: Dear Optimist, Pessimist and Realist: While you were busy arguing about the glass of water, I drank it!Microbadge: Dice (d6) fanMicrobadge: Oh No! I forgot to post to my PbF!Microbadge: Dreams about board games
ON HIATUS

From gallery of Annowme

[Howlin' Jimmy]



Remember that time Jimmy rolled an endless series of Wild Magic Surges in Arena Combat, as consequently summoned Captain Beautyhorn, ethereal Prog Rock, and multiple copies of himself all at once? Me too.



Name: Howlin' Jimmy
Class: Wild Magic Sorcerer
Race: Dragonborn (Red)
Background: Far Traveler
Alignment: Chaotic Neutral
Deity: Ralishaz
Size: Medium
Languages: Common, Elvish, Draconic, Abyssal, Undercommon

Renown
Zhentarim --> 21 (and 1 Secret Mission)

Background:
Personality Traits
Ain't nobody got no time for no nonsense!
For an exciting time, pull my finger!

Ideals
Hoooooo yeah let the heavens open up and SPARKLE!

Bonds
You got the spirit? I got the spirit!

Flaws
Gonna cut ya cut ya cut ya cut ya cut ya!

Physical Characteristics
Age: 83
Gender: Male
Height: 6' 11"
Weight: 385
Eyes: Black
Skin: Red, scaled
Handedness: Ambidextrous

AC: 12 (15)
HP: 62
Level: 9
Speed: 30ft
Initiative: +2
Hit Dice: 8d6
Proficiency Bonus: +4
Passive Perception: 14
ACP: 0
TCP: 0/10/0/0

Abilities: Score/Mod/Save
STR 11 (+0) | +0
DEX 14 (+2) | +2
CON 16 (+3) | +7
INT 13 (+1) | +1
WIS 10 (+0) | +0
CHA 20 (+5) | +9

Proficiencies:
(+2) Acrobatics [Dex]
(+1) Animal Handling [Wis]
(+1) Arcana [Int]
(+0) Athletics [Str]
(+9) Deception* [Cha]
(+1) History [Int]
(+4) Insight* [Wis]
(+9) Intimidation* [Cha]
(+1) Investigation [Int]
(+0) Medicine [Wis]
(+1) Nature [Int]
(+4) Perception* [Wis]
(+5) Performance [Cha]
(+5) Persuasion [Cha]
(+1) Religion [Int]
(+2) Sleight of Hand [Dex]
(+2) Stealth [Dex] (Armor Disadvantage? NO)
(+0) Survival [Wis]
* Denotes proficient in skill (proficiency included in bonus)

Save Proficiencies: Constitution, Charisma
Tool Proficiencies: Brass trumpet
Weapon Proficiencies: daggers, darts, slings, quarterstaffs, light crossbows
Armor Proficiencies: none
Other Proficiencies: none

Attack Workspace
Rod of Tentacles - (melee) +9 To Hit / 1d6 + 3 damage (3x)
Dagger (3) - (melee) +5 To Hit / 1d4 + 3 damage
Dagger (3) - (20/60) +5 To Hit / 1d4 + 3 damage


Saving Throws: Constitution, Charisma

Equipment: Wand of the War Mage +1, Tentacle Rod, Staff of Swarming Insects



Magic Item Descriptions:

- Wand of the War Mage +1
Wand, uncommon (requires attunement by a bard, cleric, druid, sorcerer, warlock or wizard)

While you are holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

- Tentacle Rod currently not attuned
Rod, rare (requires attunement)

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute.

Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

- Staff of Swarming Insects
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock or wizard)

This staff is made of finely-polished white wood. The insects summoned by the staff take the form of winged spiders with gossamer wings.

This staff has 10 Charges and regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a Swarm of Insects consumes and destroys the staff, then disperses.

Spells: While holding the staff, you can use an action to expend some of its Charges to cast one of the following Spells from it, using your spell save DC: Giant Insect (4 charges) or Insect Plague (5 charges).

Insect Cloud: While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.

- Slippers of Spider Climbing
Clothing, uncommon (requires attunement)

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.



Weapons: Three daggers and a rapier
Armor: None
Shield: None
Other Equipment:
A backpack, a bedroll, a mess kit, a tinderbox, ten torches, ten days of rations, a waterskin, fifty feet of hempen rope, a set of traveler's clothes, a brass trumpet, a poorly-rendered map of Faerun from Bayou Lufresne, a ring with a black voodoo skull (worth 10 gp), a small belt pouch, a diamond suitable for casting Chromatic Orb, and an arcane focus (magical fibers sown into a white top hat).

Ca$h Dollaz:
2,092 gp, 88 sp

Downtime:
175 days

Story Awards:
Friends in High Places: You have assisted in the removal of First Lord Torin Nomerthal from office. In his place, you supported Vuhm Yestral in his place. It is possible that they will be able to aid you in the future.

In Yestral’s Service:
Your actions supporting Hillsfar’s current regime have been noticed by the political factions in the City of Trade. You gain advantage on Charisma-based ability checks that involve interacting with any of Hillsfar’s government officials and with the Red Plumes. Additionally, you gain disadvantage on those checks when interacting with anyone actively opposed to First Lord Yestral and his government. If you later earn the A Dissident is Here Story Award, you lose this Story Award and any of its effects.

I Only Do This for Special Customers:
Upon presenting their coupon at Tity's Emporium in Hillsfar, the character may select any one (and only one) of the following benefits:

• 10% off the total bill of any normal equipment purchase of 50 gp or more (before discount). This includes everything in the armor, weapons, adventuring gear, and tools tables from the equipment chapter of the Player’s Handbook.

• One weapon you already own silvered at half price (50 gp instead of the usual 100 gp).

• Closeout special! You may purchase a single potion of climbing for 50 gp. They do not usually sell these potions, but Fortuna tells the character she had a recent opportunity to purchase another merchant’s remaining stock at the “end of the season.”

Remove this story award from your logsheet once it has been used.

You Should Stick Around for a While:
Until the wizard either completes adventure HILL 1-3 or reaches 11th level (whichever comes first), they are granted free access to the Mage’s Guild library in Hillsfar Castle. The character may spend downtime and gold to copy into their spellbook any two PHB spells of level 4 or lower that they do not currently have. The wizard must still spend the lifestyle expenses associated with the total downtime invested.

Racial Traits:
Breath Weapon: You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation (15ft cone, Fire). When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or Long Rest.
Damage Resistance: You have Resistance to the damage type associated with your draconic ancestry (Fire).

Class Features:
Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1. roll on the Wild Magic Surge table to create a random magical effect.
Tides of Chaos: Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so. you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
Font of Magic: You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a Long Rest.



Metamagic: At 3rd level, you gain the ability to twist your Spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Twinned Spell - When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

Quickened Spell - When you Cast a Spell that has a Casting Time of 1 action, you can spend 2 sorcery points to change the Casting Time to 1 Bonus Action for this casting.



Bend Luck: Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw. you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

External image

Spell Workspace
Spell Save DC: 16
Spell Attack Modifier: +9

Cantrips Known
- Fire Bolt
- Booming Blade
- Minor Illusion
- Shocking Grasp
- Mage Hand

1st Level Spells Known
- Chaos Bolt
- Mage Armor
- Shield

2nd Level Spells Known
- Mirror Image
- Web

3rd Level Spells Known
- Counterspell
- Hypnotic Pattern
- Lightning Bolt
- Slow
- Haste

4th Level Spells Known
- Storm Sphere
- Greater Invisibility
- Banishment

5th Level Spells Known
- Animate Objects
- Synaptic Static

Physical Description:
Howlin' Jimmy looks like a madman. He's got dim, red eyes and a wild smile. With plenty of flair, his animated movements are jerky and flourished, but he walks with a cool swagger. Moderately tall with broad shoulders, he's got a crazy look on his face and wants to talk to you about it!

EDIT: NOW HE'S A FREAKING 6' 11" RED DRAGONBORN


External image

External image

Map Token:

From gallery of Annowme




starfishpaws wrote:
Quote:
Don't worry, I turned into a sheep and was like, "Dretch, please!" and bit its sorry rump. Everyone else helped, too.
laugh
Now I'm imagining Jimmy-the-Sheep holding up one leg and telling the Dretch to "Speak to the hoof!"
otha62 wrote:
Howlin' Jim to the carnival was sent
To solve a mystery, in search of a hint,
In battle he soared higher,
Slaying clowns with his fire,
Would be a hero if not for that tent...
otha62 wrote:
Howlin' Jim has some fiery trends,
Creates havoc more than he intends,
He killed many a scarecrow
And almost a girl Drow,
Not to mention his travelin' friends...
starfishpaws wrote:
I Want to Hold your Flaming Hat, by the Captain Beautyhorn Band

Oh yeah, I'll tell you something,
I think you'll understand.
When I'll say that something,
I want to hold your hat,
I want to hold your hat,
I want to hold your hat.

Oh please, say to me,
You won't set my friends on fire.
And please, say to me,
You won't murder people in their sleep.
Now let me hold your flaming hat,
I want to hold your flaming hat.

Imagine there's no scarecrows.
It's easy if you try.
No Red Plumes in Hillsfar,
Above us only sky.
Imagine all the people,
Living for killing evil...

You may say I'm a ranger,
But I'm not the only one.
I hope someday you'll join us,
And the world will not be on fire.
Withywindle wrote:
Kord nods. "You can be Kordelia's lap dog. Plenty yap. Yappin' Lappin' Jimmy."
glweston wrote:
Jimmy sure does keep me hopping
With rogue Fireballs that aren't stopping.
He burns up old women
With less than precision,
But at least he caramelizes my topping.
Smokin' Jimmy wrote:
"Hot damn, you are one magnificent bastard!"
jasonpanella wrote:
Jimmy plays his odd brass instrument to increasingly smaller groups of horrified children.
Annowme wrote:
jasonpanella wrote:
Hmmm...I just realized that Web and Slow are both concentration spells, correct?
External image
otha62 wrote:
"Our mission sent us to Eventide Abbey,
Defeating land sharks and giants quite flabby,
Kord killed a skilled Drow
While Faldîr got a bow,
As Jimmy summed it up, 'Not too shabby!'"
Annowme wrote:
otha62 wrote:
Annowme wrote:
Jimmy is pretty loaded.
Jimmy sounds like he's loaded in every post...oh, you meant money? whistle
Howlin' Jimmy is Loaded: The Player Character.
iamrubocop wrote:
Annowme wrote:

Reaching to his belt, Jimmy removes Dr. Thingy, and holds it aloft in front of the man. The glorpy tentacles twitch slightly.

"I'm thinkin' you got some answers, poppy. You want to be a big boy and play it straight, or you want a double-date with Mr. Orc and Dr. Thang-a-lang?"
I was already smiling at this....

jasonpanella wrote:
The man's eyes grow wider at the sight of Jimmy's tentacle rod (I feel uncomfortable typing that), to the point that it almost seems like he's passing out. But he lowers he voice and Kord hears some more words burble through his hand:

"Ahdfff wcksdffff sfppppng."
and then this made me literally laugh out loud.
jasonpanella wrote:
As Jimmy revives, a beautiful, swirling portal of candy and Lionel Richie appears in the room in front of Kord and Cutter. A familiar unicorn steps through.

"What's up, $#%@#$%@#$%#$S?" he asks, then pushes past the two burly men, steps over to where the giant cloud of cold came from, and gores the crap out of the invisible drow. His swim-trunked body collapses to the ground.

Then, the Captain walks over and kisses each downed combatant, stabalizing them. His breath smells like a summer's day. And Pez.

From gallery of jasonpanella
 
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3. RPG Item: World Wide Wrestling: The Roleplaying Game [Average Rating:7.56 Overall Rank:3067]
RPG Item: World Wide Wrestling (Patreon Release)
Jim Parkin
United States
Stow
Ohio
flag msg tools
designer
publisher
Push Cubes. Blow Stuff Up.
badge
MIND. BLOWN.
Avatar
Microbadge: I love random tables!Microbadge: Dear Optimist, Pessimist and Realist: While you were busy arguing about the glass of water, I drank it!Microbadge: Dice (d6) fanMicrobadge: Oh No! I forgot to post to my PbF!Microbadge: Dreams about board games
ON HIATUS

External image

Withywindle wrote:
Corvin sings acapella as he backs away...

"Every mornin' at the gym you could see him arrive
He stood seven-six and weighed three-thirty-five
Kinda broad at the shoulder and narrow at the hip
And everybody knew ya didn't give no lip... to The Vrock
(Big Vrock, big Vrock)
Big bad Vrock (The Vrock)

Nobody seemed to know where Vrock called home
He just drifted into town and stayed all alone
He said plenty and you better listen friend
And if you speak at all, you just say yes to... The Vrock
(Big Vrock, big Vrock)
Big bad Vrock (The Vrock)"
jasonpanella wrote:
Unknown Ediology wrote:
Why? Because The Vrock is the People's Champion, and there is no way he'd let any namby-pamby gabroni go in before him.
This is the objectively right reason.
Name: [listitem=5802792]Dane "The Vrock" Bronson[/listitem]
Race: Goliath
Alignment: Lawful Neutral
Class: Battlemaster Fighter 5 / Lore Bard 11
Level: 16
ACP: 0
TCP: 0/0/16/0


"IC Text Color"
IC Thought Color

Downtime Days: 140
Faction: Order of the Gauntlet
Renown: 6


Description/Background:

Background: Gladiator

Personal Goal:
The Vrock doesn't need to tell you that he's the best.

Personality Traits:
> Success at anything will always come down to this: Focus & Effort, and we control both.
> Let actions do your talkin' for you, (unless you're telling a good dirty joke).

Ideals:
I’ll never, ever be full. I’ll always be hungry. Obviously, I’m not talking about food.

Bonds:
Blood, sweat, and respect. First two you give, last one you earn.

Flaws:
It doesn't matter what your name is!

Hit Points: Max=146
Hit Dice: 5d10, 11d8
Armor Class: 22 (Plate + Cloak of Protection + Shield + Defense)
Speed: 30 ft
Initiative: +2
Passive Perception: 19
Proficiency Bonus: +5

21 STR (+5)**
10 DEX (+0)
16 CON (+3)
08 INT (-1)
08 WIS (-1)
20 CHA (+5)

Saving Throws:
STR: +11
DEX: +4
CON: +9 [ADVANTAGE FOR CONCENTRATION]
INT: +0
WIS: +0
CHA: +11

Attack Workspace:
Warhammer: melee, versatile / +10 hit / 1d8+5 dmg (1d10+5, 2h)
Net: ranged 5/15ft / +8 hit / Special Rules
Handaxe: melee, ranged 20/60ft / +10 hit / 1d6+5 dmg

Skills
+5 Acrobatics (Dex)*
+2 Animal Handling (Wis)
+12 Arcana (Int)*
+15 Athletics (Str)*
+7 Deception (Cha)
+2 History (Int)
+4 Insight (Wis)*
+15 Intimidation (Cha)*
+2 Investigation (Int)
+2 Medicine (Wis)
+4 Nature (Int)*
+9 Perception (Wis)*
+15 Performance (Cha)*
+7 Persuasion (Cha)
+2 Religion (Int)
+5 Sleight of Hand (Dex)*
+12 Stealth (Dex) [D]*
+2 Survival (Wis)

[D] = Disadvantage due to Armor


Racial Traits:
Stone’s Endurance
You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Mountain Born
You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

By Popular Demand
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, a gladiatorial arena, a secret pit fighting club, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Class Features:
Defense
While you are wearing armor, you gain a +1 bonus to AC.

Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or Long Rest before you can use it again.

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Combat Superiority
When you choose the Battlemaster archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

- Superiority Dice
You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level. For The Vrock, the related Sacing Throws for applicable manauevers is DC17.

- Maneuvers
You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

> Disarming Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

> Menacing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

> Pushing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Student of War
At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.

Extra Attack
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

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 (d8)
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.

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

Bonus Proficiencies
When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.

Cutting Words
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an Attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the Attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being Charmed.

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.

Countercharm
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).

Additional Magical Secrets
At 6th level, you learn two Spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen Spells count as bard Spells for you but don’t count against the number of bard Spells you know.

Magical Secrets
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

You learn two additional spells from any classes at 14th level and again at 18th level.

Feats:
War Caster
- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
- You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
- When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Shield Master
- If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
- If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
- If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Weapon Proficiencies: All Weapons

Armor Proficiencies: All Armor, Shields

Tool Proficiencies: Disguise Kit

Skill Proficiencies:
(* = expertise)
- Acrobatics
- Athletics*
- Insight
- Intimidation*
- Nature
- Perception*
- Performance*
- Sleight of Hand
- Arcana*
- Stealth*

Languages:
Common, Giant

Expertise: Athletics, Intimidation

Equipment: Explorer's Kit, skin-tight black leather pants, a net, a belt pouch, platemail, skin-tight black leather tunic, a shield, a warhammer, two handaxes

Magic Items:
> Cloak of Protection
Requires Attunement

You gain a +1 bonus to AC and saving throws while you wear this cloak.

>Winged Boots
Requires Attunement

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the Duration. If you are flying when the Duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.


> Belt of Hill Giant Strength**
Requires Attunement

While wearing this belt, your Strength score changes 21. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.

Story Awards:
Cormyrian Heist
You saved Talindra from a shipwreck, and she rewarded you with an exsquisite brooch. When selling the brooch later on, it was discovered that the brooch is a stolen crown jewel from Cormyr. You were imprisoned and questioned, but later released without penalty. The party LOSES five downtime days and 25 gp. Until another story award instructs otherwise, you have disadvantage on all Charisma checks with Cormyrian officials.

Ca$h Monies:
2,016 gp 9 sp 00 cp

Spell Save DC: 18
Spell Attack Modifier: +10

Cantrips Known:
- Minor Illusion
- Mage Hand
- Prestidigitation
- Vicious Mockery
- Message

1st Level Spells Known:
- Longstrider
- Healing Word
- Shield (AMS)

2nd Level Spells Known:
- Enhance Ability
- Enlarge/Reduce (AMS)
- Silence
- Mirror Image
- Spiritual Weapon
- Misty Step

3rd Level Spells Known:
- Counterspell
- Dispel Magic
- Hypnotic Pattern
- Fly
- Sending

4th Level Spells Known:
- Dimension Door
- Polymorph
- Greater Invisibiliy

5th Level Spells Known
- Wall of Force
- Animate Objects
- Steel Wind Strike (MS)
- Bigby's Hand (MS)

6th Level Spells Known
- Mass Suggestion

Spell Slots:
1st Level [][][][] 2nd Level [][][] 3rd Level [][][] 4th Level [][][][] 5th Level [][] 6th Level []




Grappling Guide 1.0

Grappling Guide 2.0
 
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4. RPG Item: Gnomes: Masters of Illusion [Average Rating:0.00 Unranked]
RPG Item: Gnomes: Masters of Illusion
Jim Parkin
United States
Stow
Ohio
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designer
publisher
Push Cubes. Blow Stuff Up.
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MIND. BLOWN.
Avatar
Microbadge: I love random tables!Microbadge: Dear Optimist, Pessimist and Realist: While you were busy arguing about the glass of water, I drank it!Microbadge: Dice (d6) fanMicrobadge: Oh No! I forgot to post to my PbF!Microbadge: Dreams about board games
ON HIATUS

In guild Banner Makers

Jethreal wrote:
I can imagine him saying something like "I've got doughnuts and you'll never guess where I keep them!"
Barry wrote:
"Well, sure, trapping a dragon is theoretically dangerous, but so was marrying my first wife."
iamrubocop wrote:
Barry wrote:
"Little lady, I live to throw rocks at crazy people."
Bahahahah, love this. Does that make me a horrible person?
Name: Barry
Race: Forest Gnome
Alignment: Neutral Good
Deity:
Class: Wizard
Level: 3
XP: 900


IC Text Color
IC Thought Color

Downtime Days: 25
Faction: The Harpers
Renown: 2


Background: Spy

Personality Traits:
> I always have an aloof smile plastered on my face, no matter the situation.
> I always check the escape routes of every building I enter.

Ideals:
He knows something, and I need to know it too.

Bonds:
I have secrets that I've uncovered that should never see the light of day.

Flaws:
I never forget an insult, and I bide my time for revenge.

Hit Points: (Max=21)
Hit Dice: 3d6
Armor Class: 12
Speed: 25 ft
Initiative: +2
Passive Perception: 14
Proficiency Bonus: +2

08 STR (-1)
14 DEX (+2)
14 CON (+2)
16 INT (+3)
14 WIS (+2)
09 CHA (-1)

Saving Throws:
STR: -1
DEX: +2
CON: +2
INT: +5 [ADVANTAGE]
WIS: +4 [ADVANTAGE]
CHR: -1 [ADVANTAGE]

Attack Workspace:
Quarterstaff: melee / +4 hit / 1d8+2 dmg

Skills
+2 Acrobatics(Dex)
+2 Animal Handling (Wis)
+5 Arcana (Int)*
-1 Athletics (Str)
+1 Deception (Cha)*
+3 History (Int)
+2 Insight (Wis)
-1 Intimidation (Cha)
+2 Investigation (Int)
+2 Medicine (Wis)
+2 Nature (Int)
+4 Perception (Wis)*
-1 Performance (Cha)
-1 Persuasion (Cha)
+3 Religion (Int)
+2 Sleight of Hand (Dex)
+4 Stealth (Dex)*
+2 Survival (Wis)

[D] = Disadvantage due to Armor


Racial Traits:
Darkvision: Accustomed to life underground, 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.
Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Natural Illusionist: You know the Minor Illusion cantrip. Intelligence is your spellcasting modifier for it.
Speak with Small Beasts: Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.

Class Features:
Spellcasting: You prepare the list of wizard Spells that are available for you to cast. To do so, choose a number of wizard Spells from your Spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.
Ritual Casting: You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your Spellbook. You don't need to have the spell prepared.
Arcane Recovery: You have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.
Illusion Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.
Improved Minor Illusion: When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

Weapon Proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
Armor Proficiencies: None
Tool Proficiencies: Thieves' Tools
Other Proficiencies: Dice Set

Languages:
Common, Gnomish, Elvish, Draconic

Equipment: Explorer's Pack, Quarterstaff, Arcane Focus, Common Clothes with Hood, Crowbar, Little Red Conical Hat

Ca$h Monies:
256 gp 05 sp 07 cp

Spell Save DC: 13
Spell Attack Modifier: +5

Cantrips Known:
- Minor Illusion
- Mage Hand
- Prestidigitation
- Fire Bolt
- Message

1st Level Spells Known:
* Denotes Prepared
- Find Familiar (Ritual)
- Alarm (Ritual)
- Mage Armor*
- Grease*
- Silent Image*
- Shield*
- Tasha's Hideous Laughter
- Charm Person*

2nd Level Spells Known:
- Enlarge/Reduce
- Misty Step
 
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5. RPG Item: Lambs of a Nameless God [Average Rating:0.00 Unranked]
RPG Item: Lambs of a Nameless God
Jim Parkin
United States
Stow
Ohio
flag msg tools
designer
publisher
Push Cubes. Blow Stuff Up.
badge
MIND. BLOWN.
Avatar
Microbadge: I love random tables!Microbadge: Dear Optimist, Pessimist and Realist: While you were busy arguing about the glass of water, I drank it!Microbadge: Dice (d6) fanMicrobadge: Oh No! I forgot to post to my PbF!Microbadge: Dreams about board games
STILL IN CONCEPT

External image

Name:
Race: Goblin
Alignment: CE
Deity: The Nameless Nilbog God
Class: Bard (College of Glamour)
Level: 1
XP: 0


IC Text Color
IC Thought Color


Background:

Personal Goal:

Personality Traits:

Ideals:

Bonds:

Flaws:

[c]Hit Points:
Hit Dice: 1d8
Armor Class:
Speed: 30 ft
Initiative:
Passive Perception:
Proficiency Bonus: +2

STR (+0)
DEX (+0) (+2 for being a goblin)
CON (+0) (+1 for being a goblin)
INT (+0)
WIS (+0)
CHA (+0)

Saving Throws:
STR: +0
DEX: +0
CON: +0
INT: +0
WIS: +0
CHR: +0

Attack Workspace:
(examples)
Weapon1Name: melee, thrown-20ft-60ft / +4 hit / 1d4+2 dmg
Weapon2Name: (one handed) 5ft / +2 hit / 1d6 dmg. (two handed) 5ft / +2 hit / 1d8 dmg
Weapon3Name: ranged-30ft-120ft / +4 hit / 1d4+2 dmg

Skills
+0 Acrobatics (DEX)
+0 Animal Handling (WIS)
+0 Arcana (INT)
+0 Athletics (STR)
+0 Deception (CHA)
+0 History (INT)
+0 Insight (WIS)
+0 Intimidation (CHA)
+0 Investigation (INT)
+0 Medicine (WIS)
+0 Nature (INT)
+0 Perception (WIS)
+0 Performance (CHA)
+0 Persuasion (CHA)
+0 Religion (INT)
+0 Sleight of Hand (DEX)
+0 Stealth (DEX)
+0 Survival (WIS)


Racial Traits:
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.

Fury of the Small
When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Nimble Escape
You can take the Disengage or Hide action as a bonus action on each of your turns.

Class Features:
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.

Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the bard spell list.

You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Ritual Casting
You can cast any bard spell you know as a ritual if that spell has the ritual tag.



Weapon Proficiencies:

Armor Proficiencies:

Tool Proficiencies:

Skill Proficiencies:

Languages:
Common, Goblin

Expertise: (if any)

Equipment:

Ca$h Dollaz:
xx gp xx sp xx cp

Spell Save DC:
Spell Attack Modifier:

Cantrips Known:
- [url=][/url]
- [url=][/url]
- [url=][/url]
- [url=][/url]
- [url=][/url]

1st Level Spells Known:
* Denotes Prepared
- [url=][/url]
- [url=][/url]
- [url=][/url]
- [url=][/url]
- [url=][/url]

Spell Slots:
1st level (2) [][]


Description/Background:



Planned Progression:
Spoiler (click to reveal)
2nd 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 (d6)
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.

3rd Level:
Mantle of Inspiration
When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.

As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.

Enthralling Performance
Starting at 3rd level, you can charge your performance with seductive, fey magic.

If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

Once you use this feature, you can't use it again until you finish a short or long rest.

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.

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

4th Level:
Ability Score Improvement
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

5th Level:
Bardic Inspiration (d8)
At 5th level, your Bardic Inspiration die changes to a d8.

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.

6th Level:
Countercharm
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Mantle of Majesty
At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot.

Any creature charmed by you automatically fails its saving throw against the command you cast with this feature.

Once you use this feature, you can't use it again until you finish a long rest.

7th Level:

8th Level:
Ability Score Improvement
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

9th Level:
Song of Rest (d8)
At 9th level, the extra hit points gained from Song of Rest increases to 1d8.

10th Level:
Bardic Inspiration (d10)
At 10th level, your Bardic Inspiration die changes to a d10.

Expertise
At 10th level, you can choose another two skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Magical Secrets
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

You learn two additional spells from any classes at 14th level and again at 18th level.

11th Level:
 
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