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RACE CLASS & LEVEL PLAYER NAME CHARACTER NAME BACKGROUND EXPERIENCE POINTS ALIGNMENT TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. Hit Point Maximum Strength Dexterity Constitution Intelligence Wisdom Charisma CP EP PP GP SP PASSIVE WISDOM (PERCEPTION) EQUIPMENT OTHER PROFICIENCIES & LANGUAGES ATTACKS & SPELLCASTING FEATURES & TRAITS Acrobatics (Dex) Animal Handling (Wis) Arcana (Int) Athletics (Str) Deception (Cha) History (Int) Insight (Wis) Intimidation (Cha) Investigation (Int) Medicine (Wis) Nature (Int) Perception (Wis) Performance (Cha) Persuasion (Cha) Religion (Int) Sleight of Hand (Dex) Stealth (Dex) Survival (Wis) DEATH SAVES HIT DICE NAME ATK BONUS DAMAGE/TYPE Total SUCCESSES FAILURES IDEALS BONDS FLAWS PERSONALITY TRAITS ARMOR CLASS CURRENT HIT POINTS TEMPORARY HIT POINTS INITIATIVE SPEED PROFICIENCY BONUS STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA SAVING THROWS INSPIRATION SKILLS

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  • RACE

    CLASS & LEVEL PLAYER NAME

    CHARACTER NAME

    BACKGROUND

    EXPERIENCE POINTSALIGNMENT

    TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

    Hit Point Maximum Strength

    Dexterity

    Constitution

    Intelligence

    Wisdom

    Charisma

    CP

    EP

    PP

    GP

    SP

    PASSIVE WISDOM (PERCEPTION)

    EQUIPMENTOTHER PROFICIENCIES & LANGUAGES

    ATTACKS & SPELLCASTING

    FEATURES & TRAITS

    Acrobatics (Dex)

    Animal Handling (Wis)

    Arcana (Int)

    Athletics (Str)

    Deception (Cha)

    History (Int)

    Insight (Wis)

    Intimidation (Cha)

    Investigation (Int)

    Medicine (Wis)

    Nature (Int)

    Perception (Wis)

    Performance (Cha)

    Persuasion (Cha)

    Religion (Int)

    Sleight of Hand (Dex)

    Stealth (Dex)

    Survival (Wis)

    DEATH SAVESHIT DICE

    NAME ATK BONUS DAMAGE/TYPE

    Total SUCCESSES

    FAILURES

    IDEALS

    BONDS

    FLAWS

    PERSONALITY TRAITS

    ARMORCLASS

    CURRENT HIT POINTS

    TEMPORARY HIT POINTS

    INITIATIVE SPEEDPROFICIENCY BONUS

    STRENGTH

    DEXTERITY

    CONSTITUTION

    INTELLIGENCE

    WISDOM

    CHARISMA

    SAVING THROWS

    INSPIRATION

    SKILLS

  • CHARACTER NAME EYES

    AGE WEIGHTHEIGHT

    HAIRSKIN

    NAME

    TREASURECHARACTER BACKSTORY

    CHARACTER APPEARANCE

    ADDITIONAL FEATURES & TRAITS

    ALLIES & ORGANIZATIONS

    SYMBOL

    TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

  • TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

    SPELLCASTINGCLASS

    SPEL

    LS K

    NO

    WN

    SPELL NAMEPR

    EPARED

    SPELLLEVEL

    SLOTS EXPENDEDSLOTS TOTAL

    1

    0

    2

    3 6

    7

    8

    9

    4

    5

    SPELLCASTINGABILITY

    SPELL SAVE DC SPELL ATTACKBONUS

    CANTRIPS

  • Mage HandConjuration Cantrip

    Casting Time: 1 actionRange: 30 feetComponents: V, SDuration: 1 minute

    A spectral, floating hand appears at a point you choose withinrange. The hand lasts for the duration or until you dismiss it asan action. The hand vanishes if it is ever more than 30 feetaway from you or if you cast this spell again.

    You can use your action to control the hand. You can use thehand to manipulate an object, open an unlocked door orcontainer, stow or retrieve an item from an open container, orpour the contents out of a vial. You can move the hand up to 30feet each time you use it. The hand can’t attack, activate magicitems, or carry more than 10 pounds.

    ThunderclapEvocation Cantrip

    Casting Time: 1 actionRange: 5 feetComponents: SDuration: Instantaneous

    You create a burst of thunderous sound, which can be heard100 feet away. Each creature other than you within range, otherthan you, must succeed on a Constitution saving throw or take1d6 thunder damage.

    The spell's damage increases by 1d6 when you reach 5th level(2d6), 11th level (3d6), and 17th level (4d6).

    Vicious MockeryEnchantment Cantrip

    Casting Time: 1 actionRange: 60 feetComponents: VDuration: Instantaneous

    You unleash a string of insults laced with subtle enchantmentsat a creature you can see within range. If the target can hearyou (thought it need not understand you), it must succeed on aWisdom saving throw or take 1d4 psychic damage and havedisadvantage on the next attack roll it makes before the end ofits next turn. This spell’s damage increases by 1d4 when youreach 5th level (2d4), 11th level (3d4) and 17th level (4d4)

    Bane1st-level enchantment

    Casting Time: 1 actionRange: 30 feetComponents: V, S, M (a drop of blood)Duration: Concentration, up to 1 minute

    Up to three creatures of your choice that you can see withinrange must make Charisma saving throws. Whener a target thatfails this saving throw makes an attack roll or a saving throwbefore the spell ends, the target must roll a d4 and subtract thenumber rolled from the attack roll or saving throw.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level orhigher, you can target one aditional creature for each slot levelabove 1st.

    Cure Wounds1st-level evocation

    Casting Time: 1 actionRange: TouchComponents: V, SDuration: Instantaneous

    A creature you touch regains a number of hit points equal to 1d8+ your spellcasting ability modifier. This spell has no effect onundead or constructs.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level orhigher, the healing increases by 1d8 for each slot level above1st.

    Dissonant Whispers1st-level enchantment

    Casting Time: 1 actionRange: 60 feetComponents: VDuration: Instantaneous

    You whisper a discordant melody that only one creature of yourchoice within range can hear, wracking it with terrible pain. Thetarget must make a Wisdom saving throw. On a failed save, ittakes 3d6 psychic damage and must immediately use itsreaction , if available, to move as far as its speed allows awayfrom you. The creature doesn’t move into obviously dangerousground, such as a fire or a pit. On a successful save, the targettakes half as much damage and doesn’t have to move away. Adeafened creature automatically succeeds on the save.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level orhigher, the damage increases by 1d6 for each slot level above1st.

    Identify1st-level divination (ritual)

    Casting Time: 1 minuteRange: TouchComponents: V, S, M (a pearl worth at least 100 gp and an owlfeather)Duration: Instantaneous

    You choose one object that you must touch throughout thecasting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them,whether it requires attunement to use, and how many charges ithas, if any. You learn whether any spells are affecting the itemand what they are. If the item was created by a spell, you learnwhich spell created it. If you instead touch a creature throughoutthe casting, you learn what spells, if any, are currently affectingit.

    Sleep1st-level enchantment

    Casting Time: 1 actionRange: 90 feetComponents: V, S, M (a pinch of find sand, rose petals, or acricket)Duration: 1 minute

    This spell sends creatures into a magical slumber. Roll 5d8, thetotal is how many hit points of creatures this spell can affect.Creatures within 20 feet ofa point you choose within range areaffected in ascending order of their current hit points (ignoringunconscious creatures). Starting with the creature that has thelowest current hit points, each creature affected by this spellfalls unconscious until the spell ends, the sleeper takesdamage, or someone uses an action to shake or slap thesleeper awake. Subtract each creature’s hit points from the totalbefore moving on to the creature with the next lowest hit points.A creature’s hit points must be equal to or less than theremaining total for that creature to be affected. Undead andcreatures immune to being charmed aren’t affected by this spell.

    At Higher Levels. When you cast this spell using a spell slot of 2nd level orhigher, roll an additional 2d8 for each slot level above 1st.

    Heat Metal2nd-level transmutation

    Casting Time: 1 actionRange: 60 feetComponents: V, S, M (a piece of iron and a flame)Duration: Concentration, up to 1 minute

    Choose a manufactured metal object, such as a metal weaponor a suit of heavy or medium metal armor, that you can seewithin range. You cause the object to glow red-hot. Any creaturein physical contact with the object takes 2d8 fire damage whenyou cast the spell. Until the spell ends, you can use a bonusaction on each of your subsequent turns to cause this damageagain. If a creature is holding or wearing the object and takesthe damage from it, the creature must succeed on a Constitutionsaving throw or drop the object if it can. If it doesn’t drop theobject, it has disadvantage on attack rolls and ability checksuntil the start of your next turn.

    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher,the damage increases by 1d8 for each slot above 2nd.

  • Silence2nd-level illusion (ritual)

    Casting Time: 1 actionRange: 120 feetComponents: V, SDuration: Concentration, up to 10 minutes

    For the duration, no sound can be created within or passthrough a 20-foot-radius sphere centered on a point you choosewithin range. Any creature or object entirely inside the sphere isimmune to thunder damage, and creatures are deafened whileentirely inside it. Casting a spell that includes a verbalcomponent is impossible there.

    Dispel Magic3rd-level abjuration

    Casting Time: 1 actionRange: 120 feetComponents: V, SDuration: Instantaneous

    Choose any creature, object, or magical effect within range. Anyspell of 3rd level or lower on the target ends. For each spell of4th level or higher on the target, make an ability check usingyour spellcasting ability. The DC equals 10 + the spell’s level.On a successful check, the spell ends.

    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher,you automatically end the effects of a spell on the target if thespell’s level is equal to or less than the level of the spell slot youused.

  • RapierMartial Melee Weapon

    Properties. FinesseDamage. 1d8 piercing

    Proficiency with a rapier allows you to add your proficiencybonus to the attack roll for any attack you make with it.

    RapierMartial Melee Weapon

    Properties. FinesseDamage. 1d8 piercing

    Proficiency with a rapier allows you to add your proficiencybonus to the attack roll for any attack you make with it.

    Chain Shirt

    Armor Class. 13 + Dex modifier (max 2)Strength. —Stealth. —

    Disguise KitTools

    The perfect tool for anyone who wants to engage in trickery, adisguise kit enables its owner to adopt a false identity.

    Components. A disguise kit includes cosmetics, hair dye, smallprops, and a few pieces of clothing.

    Deception. In certain cases, a disguise can improve your abilityto weave convincing lies.

    Intimidation. The right disguise can make you look morefearsome, whether you want to scare someone away by posingas a plague victim or intimidate a gang of thugs by taking theappearance of a bully.

    Performance. A cunning disguise can enhance an audience’senjoyment of a performance, provided the disguise is properlydesigned to evoke the desired reaction.

    Persuasion. Folk tend to trust a person in uniform. If youdisguise yourself as an authority figure, your efforts to persuadeothers are often more effective.

    Create Disguise. As part of a long rest, you can create adisguise. It takes you 1 minute to don such a disguise once youhave created it. You can carry only one such disguise on you at

    Forgery KitTools

    A forgery kit is designed to duplicate documents and to make iteasier to copy a person’s seal or signature.

    Components. A forgery kit includes several different types ofink, a variety of parchments and papers, several quills, sealsand sealing wax, gold and silver leaf, and small tools to sculptmelted wax to mimic a seal.

    Arcana. A forgery kit can be used in conjunction with the Arcanaskill to determine if a magic item is real or fake.

    Deception. A wellwcrafted forgery, such as papers proclaimingyou to be a noble or a writ that grants you safe passage, canlend credence to a lie.

    History. A forgery kit combined with your knowledge of historyimproves your ability to create fake historical documents or totell if an old document is authentic.

    Investigation. When you examine objects, proficiency with aforgery kit is useful for determining how an object was madeand whether it is genuine.

    Other Tools. Knowledge of other tools makes your forgeries thatmuch more believable. For example, you could combine

    Clothes, CommonAdventuring Gear

    PouchAdventuring Gear

    A cloth or leather pouch can hold up to 20 sling bullets or 50blowgun needles, among other things.

    Pan fluteMusical Instruments

    If you have proficiency with the pan flute, you can add yourproficiency bonus to any ability checks you make to play musicwith the instrument. A bard can use a musical instrument as aspellcasting focus.

    LuteMusical Instruments

    If you have proficiency with the lute, you can add yourproficiency bonus to any ability checks you make to play musicwith the instrument. A bard can use a musical instrument as aspellcasting focus.

  • Potion of Healing (3)Potion, common

    You regain 2d4 + 2 hit points when you drink this potion.Whatever its potency, the potion’s red liquid glimmers whenagitated.

    Entertainer’s PackEquipment Packs

    Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 daysof rations, a waterskin, and a disguise kit.

    Torch (10)Adventuring Gear

    A torch burns for 1 hour, providing bright light in a 20-foot radiusand dim light for an additional 20 feet. If you make a meleeattack with a burning torch and hit, it deals 1 fire damage.

    Vial (5)Adventuring Gear

    Tinderbox (1)Adventuring Gear

    This small container holds flint, fire steel, and tinder (usually drycloth soaked in light oil) used to kindle a fire. Using it to light atorch—or anything else with abundant, exposed fuel—takes anaction. Lighting any other fire takes 1 minute.

    Oil (flask) (5)Adventuring Gear

    Oil usually comes in a clay flask that holds 1 pint. As an action,you can splash the oil in this flask onto a creature within 5 feetof you or throw it up to 20 feet, shattering it on impact. Make aranged attack against a target creature or object, treating the oilas an improvised weapon. On a hit, the target is covered in oil. Ifthe target takes any fire damage before the oil dries (after 1minute), the target takes an additional 5 fire damage from theburning oil. You can also pour a flask of oil on the ground tocover a 5-foot-square area, provided that the surface is level. Iflit, the oil burns for 2 rounds and deals 5 fire damage to anycreature that enters the area or ends its turn in the area. Acreature can take this damage only once per turn.

    Manacles (2)Adventuring Gear

    These metal restraints can bind a Small or Medium creature.Escaping the manacles requires a successful DC 20 Dexteritycheck. Breaking them requires a successful DC 20 Strengthcheck. Each set of manacles comes with one key. Without thekey, a creature proficient with thieves’ tools can pick themanacles’ lock with a successful DC 15 Dexterity check.Manacles have 15 hit points.

    Lantern, Hooded (1)Adventuring Gear

    A hooded lantern casts bright light in a 30-foot radius and dimlight for an additional 30 feet. Once lit, it burns for 6 hours on aflask (1 pint) of oil. As an action, you can lower the hood,reducing the light to dim light in a 5-foot radius.

    Ink (1 ounce bottle) (1)Adventuring Gear

  • Ink Pen (1)Adventuring Gear

    Parchment (one sheet) (5)Adventuring Gear

    Paper (one sheet) (5)Adventuring Gear

    Mirror, Steel (1)Adventuring Gear

    Mess Kit (1)Adventuring Gear

    This tin box contains a cup and simple cutlery. The box clampstogether, and one side can be used as a cooking pan and theother as a plate or shallow bowl.

    Healer’s Kit (3)Adventuring Gear

    This kit is a leather pouch containing bandages, salves, andsplints. The kit has ten uses. As an action, you can expend oneuse of the kit to stabilize a creature that has 0 hit points, withoutneeding to make a Wisdom (Medicine) check.

    Crowbar (1)Adventuring Gear

    Using a crowbar grants advantage to Strength checks where thecrowbar’s leverage can be applied.

    Case, Map or ScrollAdventuring Gear

    This cylindrical leather case can hold up to ten rolled-up sheetsof paper or five rolled-up sheets of parchment.

    Case, Map or ScrollAdventuring Gear

    This cylindrical leather case can hold up to ten rolled-up sheetsof paper or five rolled-up sheets of parchment.

  • Flask or Tankard (2)Adventuring Gear

    Disguise KitTools

    The perfect tool for anyone who wants to engage in trickery, adisguise kit enables its owner to adopt a false identity.

    Components. A disguise kit includes cosmetics, hair dye, smallprops, and a few pieces of clothing.

    Deception. In certain cases, a disguise can improve your abilityto weave convincing lies.

    Intimidation. The right disguise can make you look morefearsome, whether you want to scare someone away by posingas a plague victim or intimidate a gang of thugs by taking theappearance of a bully.

    Performance. A cunning disguise can enhance an audience’senjoyment of a performance, provided the disguise is properlydesigned to evoke the desired reaction.

    Persuasion. Folk tend to trust a person in uniform. If youdisguise yourself as an authority figure, your efforts to persuadeothers are often more effective.

    Create Disguise. As part of a long rest, you can create adisguise. It takes you 1 minute to don such a disguise once youhave created it. You can carry only one such disguise on you at

    Forgery KitTools

    A forgery kit is designed to duplicate documents and to make iteasier to copy a person’s seal or signature.

    Components. A forgery kit includes several different types ofink, a variety of parchments and papers, several quills, sealsand sealing wax, gold and silver leaf, and small tools to sculptmelted wax to mimic a seal.

    Arcana. A forgery kit can be used in conjunction with the Arcanaskill to determine if a magic item is real or fake.

    Deception. A wellwcrafted forgery, such as papers proclaimingyou to be a noble or a writ that grants you safe passage, canlend credence to a lie.

    History. A forgery kit combined with your knowledge of historyimproves your ability to create fake historical documents or totell if an old document is authentic.

    Investigation. When you examine objects, proficiency with aforgery kit is useful for determining how an object was madeand whether it is genuine.

    Other Tools. Knowledge of other tools makes your forgeries thatmuch more believable. For example, you could combine

    Crossbow, HandMartial Ranged Weapon

    Properties. Ammunition (30/120), light, loadingDamage. 1d6 piercing

    Proficiency with a crossbow, hand allows you to add yourproficiency bonus to the attack roll for any attack you make withit.

    Case, Crossbow BoltAdventuring Gear

    This wooden case can hold up to twenty crossbow bolts.

    Case, Crossbow BoltAdventuring Gear

    This wooden case can hold up to twenty crossbow bolts.

    Crossbow Bolt (40)Ammunition

    Crossbow bolts are used with a crossbow to make a rangedattack.

    Component PouchAdventuring Gear

    A component pouch is a small, watertight leather belt pouch thathas compartments to hold all the material components andother special items you need to cast your spells, except forthose components that have a specific cost (as indicated in aspell's description).

    Ball Bearings (bag of 1,000) (1)Adventuring Gear

    As an action, you can spill these tiny metal balls from theirpouch to cover a level, square area that is 10 feet on a side. Acreature moving across the covered area must succeed on aDC 10 Dexterity saving throw or fall prone. A creature movingthrough the area at half speed doesn’t need to make the save.

  • RobesAdventuring Gear

    Whetstone (1)Adventuring Gear

    ClassLevel: Bard (5)Background: Secret IdentityPlayerName: Player 1CharacterName: May TeeRace : HumanAlignment: Chaotic NeutralXP: 6500Inspiration: STR: -1ProfBonus: +3AC: 15Initiative: 2Speed: 30ft.PersonalityTraits : I think flattery is the best way to direct attention away from me.I don't make friends easily. They're a liability I cannot afford.STRmod: 8ST Strength: -1DEX: +2Ideals: Depraved: I have lost my moral compass. The ends justify most any means. (Evil)DEXmod : 14Bonds: My secret identity is the only thing protecting me from the Kain Kringle I will stop at nothing to maintain it.CON: +2HDTotal: 5d8Check Box 12: NoCheck Box 13: NoCheck Box 14: NoCONmod: 14Check Box 15: NoCheck Box 16: NoCheck Box 17: NoHD: Flaws: I've been lying so often and for so long that I can't help it anymore. I frequently lie for no reason at all.INT: +1ST Dexterity: +5ST Constitution: +2ST Intelligence: +1ST Wisdom: +0ST Charisma: +6Acrobatics: +3Animal: +1Athletics: +2Deception : +9History : +2Wpn Name: Rapier MHWpn1 AtkBonus: +5Wpn1 Damage: 1d8 + 2Insight: +1Intimidation: +4Wpn Name 2: Rapier OHWpn2 AtkBonus : +5Wpn Name 3: HandCBWpn3 AtkBonus : +5Check Box 11: NoCheck Box 18: YesCheck Box 19: NoCheck Box 20: NoCheck Box 21: NoCheck Box 22: YesINTmod: 12Wpn2 Damage : 1d8 + 2Investigation : +4WIS: +0Arcana: +2Perception : +1WISmod: 10CHA: +3Nature: +2Performance: +6Medicine: +1Religion: +2Stealth : +8Check Box 23: NoCheck Box 24: NoCheck Box 25: NoCheck Box 26: YesCheck Box 27: YesCheck Box 28: NoCheck Box 29: NoCheck Box 30: NoCheck Box 31: YesCheck Box 32: NoCheck Box 33: NoCheck Box 34: NoCheck Box 35: YesCheck Box 36: NoCheck Box 37: NoCheck Box 38: YesCheck Box 39: YesCheck Box 40: NoPersuasion: +4HPMax: 36HPCurrent: HPTemp: Wpn3 Damage : 1d6 + 2SleightofHand: +5CHamod: 16Survival: +1AttacksSpellcasting: Passive: 11CP: 3ProficienciesLang: Languages. Common, ElvishArmor Proficiencies. Light Armor, Medium ArmorWeapon Proficiencies. Simple Weapons, Crossbow, Hand, Longsword, Rapier, Shortsword, ScimitarTool Proficiencies. Viol, Lute, Pan flute, Disguise kit, Forgery kit

    SP: 1EP: 0GP: 326PP: 0Equipment: Rapier (E)Rapier (E)Chain Shirt (E)Disguise KitForgery KitClothes, CommonPouchPan fluteLutePotion of Healing (3)Entertainer’s PackTorch (10)Vial (5)Tinderbox (1)Oil (flask) (5)Manacles (2)Lantern, Hooded (1)Ink (1 ounce bottle) (1)Ink Pen (1)Parchment (one sheet) (5)Paper (one sheet) (5)Mirror, Steel (1)Mess Kit (1)Healer’s Kit (3)Crowbar (1)Case, Map or ScrollCase, Map or ScrollFlask or Tankard (2)Disguise KitForgery KitCrossbow, HandCase, Crossbow BoltCase, Crossbow BoltCrossbow Bolt (40)Component PouchBall Bearings (bag of 1,000) (1)RobesWhetstone (1)

    Features and Traits: Human Variant Trait. Dual Wielder. +1 bonus to AC while you are wielding a separate melee weapon in each hand.

    Healer Trait (Level 4)When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point. As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.

    Bardic Inspiration. As a bonus action you can inspire one creature other that yourself within 60 feet of you who can hear you. 3 times a d8/long rest

    Spellcasting Attack: + 6Spellcasting DC: 14

    Jack of All Trades. 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. 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.

    Bard College - SwordsExpertise. Skill Expertise (Deception).

    Skill Expertise (Stealth).

    Font of Inspiration. You regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

    Bonus Proficiencies. If you‘re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.

    Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

    Blade Flourish. When you attack as an action, your speed increases by 10ft until the end of the turn. If a weapon attack in this action hits, you can use one of your Bardic Inspirations to use a Blade Flourish of your choice.(1/turn) Defensive Flourish. Roll a d8, the number you roll is added to the damage of the hit, and adds to your AC untill the start of the next turn. Slashing Flourish. Roll a d8, the number you roll is added to the damage of the hit, and to any other creature within 5ft of you. Mobile Flourish. Roll a d8, the number you roll is added to the damage of the hit, and you can push the target the number you rolled+5ft away from you. You can then move up to your walking speed towards the target as a reaction.CharacterName 2: May TeeAge: 22Height: 4'8"Weight: 110 lb.Eyes: Blue / GreySkin: PaleHair: BlackCHARACTER IMAGE: Faction Symbol Image: Allies: The Grinch

    Enemies:

    Kain KringleFactionName: Backstory: I was abducted from my parents as a child by my master, he claims this was because the joy in my heart made me weak; and that he would help me become strong. I am my masters secret weapon, in the never ending war against Kain Kringle, a man who attempts to sow lies into children and adults alike, using them to grow his wealth by brainwashing them into spending huge sums of money during the winter months. My master has sent me into the world to findmy prey, and to try and undo the damage of Kain Kringle, who now has such a hold over the worlds population, that he no longer needs to target children himself; instead letting their parents brainwash them for him.Feat+Traits: My skin is always cold to the touch.Treasure: Spellcasting Class 2:1: BardSpellcastingAbility 2:1: CharismaSpellSaveDC 2:1: 14SpellAtkBonus 2:1: 6SlotsTotal 19:1: 4SlotsRemaining 19:1: Spells 1014:1: Mage HandSpells 1015:1: BaneSpells 1016:1: ThunderclapSpells 1017:1: Vicious MockerySpells 1018:1: Spells 1019:1: Spells 1020:1: Spells 1021:1: Spells 1022:1: Check Box 314:1: NoCheck Box 3031:1: NoCheck Box 3032:1: NoCheck Box 3033:1: NoCheck Box 3034:1: NoCheck Box 3035:1: NoCheck Box 3036:1: NoCheck Box 3037:1: NoCheck Box 3038:1: NoCheck Box 3039:1: NoCheck Box 3040:1: NoCheck Box 321:1: NoCheck Box 320:1: NoCheck Box 3060:1: NoCheck Box 3061:1: NoCheck Box 3062:1: NoCheck Box 3063:1: NoCheck Box 3064:1: NoCheck Box 3065:1: NoCheck Box 3066:1: NoCheck Box 315:1: NoCheck Box 3041:1: NoSpells 1023:1: Cure WoundsCheck Box 251:1: NoCheck Box 309:1: NoCheck Box 3010:1: NoCheck Box 3011:1: NoCheck Box 3012:1: NoCheck Box 3013:1: NoCheck Box 3014:1: NoCheck Box 3015:1: NoCheck Box 3016:1: NoCheck Box 3017:1: NoCheck Box 3018:1: NoCheck Box 3019:1: NoSpells 1024:1: Dissonant WhispersSpells 1025:1: IdentifySpells 1026:1: SleepSpells 1027:1: Spells 1028:1: Spells 1029:1: Spells 1030:1: Spells 1031:1: Spells 1032:1: Spells 1033:1: SlotsTotal 20:1: 3SlotsRemaining 20:1: Spells 1034:1: SilenceSpells 1035:1: Spells 1036:1: Spells 1037:1: Spells 1038:1: Spells 1039:1: Spells 1040:1: Spells 1041:1: Spells 1042:1: Spells 1043:1: Spells 1044:1: Spells 1045:1: Spells 1046:1: Heat MetalSlotsTotal 21:1: 2SlotsRemaining 21:1: Spells 1047:1: Spells 1048:1: Dispel MagicSpells 1049:1: Spells 1050:1: Spells 1051:1: Spells 1052:1: Spells 1053:1: Spells 1054:1: Spells 1055:1: Spells 1056:1: Spells 1057:1: Spells 1058:1: Spells 1059:1: SlotsTotal 22:1: 0SlotsRemaining 22:1: Spells 1060:1: Spells 1061:1: Spells 1062:1: Spells 1063:1: Spells 1064:1: Check Box 323:1: NoCheck Box 322:1: NoCheck Box 3067:1: NoCheck Box 3068:1: NoCheck Box 3069:1: NoCheck Box 3070:1: NoCheck Box 3071:1: NoCheck Box 3072:1: NoCheck Box 3073:1: NoSpells 1065:1: Spells 1066:1: Spells 1067:1: Spells 1068:1: Spells 1069:1: Spells 1070:1: Spells 1071:1: Check Box 317:1: NoSpells 1072:1: SlotsTotal 23:1: 0SlotsRemaining 23:1: Spells 1073:1: Spells 1074:1: Spells 1075:1: Spells 1076:1: Spells 1077:1: Spells 1078:1: Spells 1079:1: Spells 1080:1: Spells 1081:1: SlotsTotal 24:1: 0SlotsRemaining 24:1: Spells 1082:1: Spells 1083:1: Spells 1084:1: Spells 1085:1: Spells 1086:1: Spells 1087:1: Spells 1088:1: Spells 1089:1: Spells 1090:1: SlotsTotal 25:1: 0SlotsRemaining 25:1: Spells 1091:1: Spells 1092:1: Spells 1093:1: Spells 1094:1: Spells 1095:1: Spells 1096:1: Spells 1097:1: Spells 1098:1: Spells 1099:1: SlotsTotal 26:1: 0SlotsRemaining 26:1: Spells 10100:1: Spells 10101:1: Spells 10102:1: Spells 10103:1: Check Box 316:1: NoCheck Box 3042:1: NoCheck Box 3043:1: NoCheck Box 3044:1: NoCheck Box 3045:1: NoCheck Box 3046:1: NoCheck Box 3047:1: NoCheck Box 3048:1: NoCheck Box 3049:1: NoCheck Box 3050:1: NoCheck Box 3051:1: NoCheck Box 3052:1: NoSpells 10104:1: Check Box 325:1: NoCheck Box 324:1: NoCheck Box 3074:1: NoCheck Box 3075:1: NoCheck Box 3076:1: NoCheck Box 3077:1: NoSpells 10105:1: Spells 10106:1: Check Box 3078:1: NoSlotsTotal 27:1: 0SlotsRemaining 27:1: Check Box 313:1: NoCheck Box 310:1: NoCheck Box 3020:1: NoCheck Box 3021:1: NoCheck Box 3022:1: NoCheck Box 3023:1: NoCheck Box 3024:1: NoCheck Box 3025:1: NoCheck Box 3026:1: NoCheck Box 3027:1: NoCheck Box 3028:1: NoCheck Box 3029:1: NoCheck Box 3030:1: NoSpells 10107:1: Spells 10108:1: Spells 10109:1: Spells 101010:1: Spells 101011:1: Spells 101012:1: Check Box 319:1: NoCheck Box 318:1: NoCheck Box 3053:1: NoCheck Box 3054:1: NoCheck Box 3055:1: NoCheck Box 3056:1: NoCheck Box 3057:1: NoCheck Box 3058:1: NoCheck Box 3059:1: NoCheck Box 327:1: NoCheck Box 326:1: NoCheck Box 3079:1: NoCheck Box 3080:1: NoCheck Box 3081:1: NoCheck Box 3082:1: NoSpells 101013:1: Check Box 3083:1: NoCHARACTER IMAGE-replaced: