dd5b:gia:charsheet
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Character Sheet
Statistics
Class(es) & Level(s) | Rogue 11/Bard 4/Warlock 1 | ||
---|---|---|---|
Initiative | +13 | Proficiency Bonus | +5 |
Name | Value | Bonus | w/ Prof | Misc |
---|---|---|---|---|
Strength | 10 | +0 | +5 | |
Dexterity | 22 | +6 | +11 | |
Constitution | 13 | +1 | +6 | |
Intelligence | 10 | +0 | +5 | |
Wisdom | 12 | +1 | +6 | |
Charisma | 20 | +5 | +10 |
Armor Class | 18 (19) | Hit Points | 99 |
---|---|---|---|
Size | Medium | Speed | 40' |
Proficiencies
Type | Source | Thing |
---|---|---|
Save | Rogue | Dexterity |
Save | Rogue | Intelligence |
Skill | Half-Elf | Acrobatics* (Dex, min=26) |
Skill | Half-Elf | Investigation* (Int, min=20) |
Skill | Rogue | Deception (Cha, min=20) |
Skill | Rogue | Persuasion (Cha, min=20) |
Skill | Rogue | Sleight of Hand (Dex, min=21) |
Skill | Rogue | Stealth* (Dex, min=26) |
Skill | Background | Athletics* (Str, min=20) |
Skill | Background | Perception* (Wis, min=21) |
Skill | Bard | Performance (Cha, min=20) |
Armor | Rogue | Light Armor |
Armor | Bard | Medium Armor |
Armor | Warlock | Shields |
Tool | Rogue | Thieves' Tools* (min=26) |
Tool | Background | Navigator's Tools |
Tool | Background | Vehicles (Water) |
Tool | Bard | Harp |
Tool | Training | Wind Instruments |
Weapon | Rogue | Simple Weapons |
Weapon | Rogue | Hand crossbows |
Weapon | Rogue | Longswords |
Weapon | Rogue | Rapiers |
Weapon | Rogue | Short swords |
Weapon | Training | Pistols |
Weapon | Bard | Scimitars |
Weapon | Warlock | Martial Weapons |
Actions
Type | Name | Source | Notes |
---|---|---|---|
Normal | Attack: “Fireclaw” Flametongue Rapier of Warning +2 | General | +13 to hit, 1d8+8 piercing damage, additional +2d6 fire damage when activated |
Normal | Attack: “Bloody Vengeance” Rapier of Wounding+2 | General | +13 to hit, 1d8+8 piercing damage, damage can only be healed via short/long rest. Once per turn can wound- at start of wounded creature's turn, they take 1d4 necrotic for every wound they've taken. It can then make a DC 15 Con saving throw to end effect of all wounds currently on it. Alternatively, wounded creature or ally can make DC 15 Wis (medicine) check to end effect of all wounds. |
Normal | Attack: Dagger | General | +11 to hit, 1d4+6 piercing damage, range: 20'/60' |
Normal | Attack: “Ratfang”, Hand Crossbow | General | +11 to hit, 1d6+6 piercing damage, range: 30'/120' |
Normal | Attack: “Devilstar”, Flintlock | General | +11 to hit, 2d6+6 piercing damage, range: 20'/60' |
Normal | Attack: “Oblivion's Bite”, Flintlock | General | +11 to hit, 1d10+6 piercing damage + 1d6 necrotic, range: 20'/60' |
Normal | Attack: Long Bow | General | +11 to hit, 1d8+6 piercing damage, range: 150'/600' |
Move | Ground | General | 40' |
General Action chart found here.
Features
Type | Name | Source | Notes |
---|---|---|---|
Sense | Darkvision | Race: Half-Elf | 60' |
Racial | Fey Ancestry | Race: Half-Elf | Advantage on saving throws against being charmed, can't be put to sleep by magic. |
Racial | Skill Versatility | Race: Half-Elf | Gain proficiency in two skills of you choice. |
Racial | Languages | Race: Half-Elf | Common, Elven, Dwarven |
Background | Ship's Passage | Sailor | Can secure free passage on sailing ship for you and your companions |
Class | Sneak Attack | Rogue 1 | Once per turn can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. Don't need advantage if another enemy of the target is within 5 feet of it, isn't incapacitated, and you don't have disadvantage on the attack roll. Sneak Attack Damage: +6d6 |
Class | Expertise | Rogue 1/6, Bard 3 | Choose two skill proficiencies. Your proficiency bonus is doubled for any check that makes use of the chosen proficiencies. Chosen proficiencies: Acrobatics, Athletics, Investigation, Perception, Stealth, Thieves' Tools |
Class | Thieves' Cant | Rogue 1 | Secret form of communication. |
Class | Cunning Action | Rogue 2 | Can take a bonus action each round to Dash, Disengage, or Hide |
Class | Fancy Footwork | Rogue 3 | If you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn |
Class | Rakish Audacity | Rogue 3 | Add charisma bonus to initiative; don't need advantage to sneak attack if no other creature other than your target is within 5 feet of you |
Feat | Lucky | Rogue 4 | 3 Luck Points, regain after long rest. When rolling an attack, ability check or saving throw, can spend one luck point to roll an additional d20. Point can be spent after the roll, but before the outcome is determined. You choose which d20 you use for result. Can also spend one luck point when an attack roll made against you to roll a d20, you choose which die is used. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out. |
Class | Uncanny Dodge | Rogue 5 | When an attacker you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. |
Class | Evasion | Rogue 7 | When you are subjected to an effect that allows you to make a dex save to take only half damage, you instead take no damage if you succeed on a saving throw and half if you fail. |
Feat | Mobility | Rogue 8 | Speed +10 feet, when dashing, difficult terrain doesn't cost extra movement. |
Class | Bardic Inspiration | Bard 1 | Charisma Modifier # (4) of Bardic Inspiration die (d6) per long rest. As a bonus action, one creature within 60 feet gets one bardic inspiration die. Once within next 10 minutes, that creature can roll the die and add the number rolled to any one ability check, attack roll, or saving throw. User can add it after seeing the result of the d20 role, but before the DM declares whether the result succeeded or failed. Creature can only have one bardic inspiration die at a time. |
Class | Spellcasting | Bard 1 | Spell Save DC = 8 + Prof Bonus (+5) + Cha mod (+5) = 18. Spell Attack Modifier = Prof Bonus (+5) + Cha mod (+5) = +10. Spellcasting Focus= Harp, Proficient Weapons |
Class | Jack of All Trades | Bard 2 | Can add half proficiency bonus, round down, to any ability check that doesn't already include proficiency bonus. |
Class | Song of Rest | Bard 2 | Perform during short rest, if you or any friendly creatures regain hit points during that short rest, each of those creatures regain an additional 1d6 hit points. |
Class | Fighting Style | Bard 3 | Fighting Style: Two Weapon Fighting- When you engage in two weapon fighting, you can add your ability modifier to the second attack. |
Class | Blade Flourish | Bard 3 | When you take the attack action on your turn, your walking speed increases by 10ft until the end of the turn. If a weapon attack you make as part of this action hits a creature, you can spend a bardic inspiration die to perform one of the Blade Flourish options. You can only use one Blade Flourish option per turn |
Class | Defensive Flourish | Bard 3 | Blade Flourish option, you can expend a bardic inspiration die to deal extra damage to the target. The damage equals the number you rolled on the bardic inspiration die. You also add the number rolled to your AC until the start of your next turn. |
Class | Slashing Flourish | Bard 3 | Blade Flourish option, you can expend a bardic inspiration die to deal extra damage to the target you hit and any other creature of your choice that you can see within 5 feet of you. The damage equals the number you rolled on the bardic inspiration die. |
Class | Mobile Flourish | Bard 3 | Blade Flourish option, you can expend a bardic inspiration die to deal extra damage to the target. The damage equals the number you rolled on the bardic inspiration die. You can also push the target up to 5 feet from you, plus a number of feet equal to the number you rolled on that die. You can then immediately use a reaction to move up to your walking speed up to an unoccupied space within 5ft of the target. |
Class | Panache | Rogue 9 | As an action, can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. Creature must be able to hear you and the two of you must share a language. If check is successful and creature is hostile towards you, they have disadvantage against targets other than you, and can't make opportunity attacks against targets other than you. This lasts 1 minute, or until one of your companions attacks the target or affects it with a spell, or you and the target are more than 60 feet apart. If you succeed on check and target isn't hostile towards you, it is charmed for 1 minute and regards you as a friendly acquaintance. This affect ends if you or your companions do anything harmful to it. |
Feat | Dual Wielder | Rogue 10 | +1 bonus to AC when wielding a separate melee weapon in each hand, can use two weapon fighting even when one of the one of the one hand melee weapons aren't light, can draw or stow two one handed weapons at the same time. |
Class | Reliable Talent | Rogue 11 | Whenever making an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. |
Class | Hexblade's Curse | Warlock 1 | As a bonus action, choose 1 creature you can see within 30 feet of you. Target cursed for 1 minute. Curse ends when they die, you die, or you become incapacitated. Until curse ends: Bonus to damage rolls against cursed target equal to proficiency bonus, attack rolls against cursed target crit on 19s or 20s, if cursed target dies, regain hit points equal to warlock level + cha modifier (min 1). Can't use feature again until short or long rest. |
Class | Hex Warrior | Warlock 1 | After long rest, touch one weapon proficient with and lacks the two handed property. When you attack with that weapon, can use cha modifier instead of dex or str for attack and damage rolls. Benefit lasts until next long rest. |
Feat | Elven Accuracy | Bard 4 | Raise Cha +1. Whenever have advantage on attack roll involving Dex, Cha, Int, or Wis, may re-roll one of the dice once. |
Assets & Equipment
Platinum | Gold | Electrum | Silver | Copper | Miscellanous |
---|---|---|---|---|---|
4005 | 21935 | x | 0 | 0 | Gems (0x50gp, 0x100gp, 0x500gp, 0x1000gp), Artwork (X gp) |
Type | Name | Weight# | Cost | Notes |
---|---|---|---|---|
Armor | Studded Leather | 10 | 45 gp | 12 + dex mod |
Clothes | Common | 3 | - | |
Weapon | “Fireclaw”, Flametongue Rapier of Warning +1* | 2 | - | 1d8 piercing, finesse, can use a bonus action to speak the command word, causing flames to erupt from the blade. These flames shed bright light in a 40 foot radius, and dim light for an additional 40 feet. While the sword is ablaze, it does an additional +2d6 fire damage. Flames last until you use a bonus action to speak the command word again, or you drop or sheathe the weapon. While weapon is on person, have advantage on Initiative rolls. You and any companions within 30 feet of you cannot be surprised except when incapacitated by something other than nonmagical sleep. Weapon magically awakens you and any companions within range if sleeping naturally when combat begins. |
Weapon | “Bloody Vengeance”, Rapier of Wounding +2* | 2 | - | 1d8 piercing, finesse, wounding- damage dealt by this weapon can only be healed via short/long rest. Once per turn can wound- at start of wounded creature's turn, they take 1d4 necrotic for every wound they've taken. It can then make a DC 15 Con saving throw to end effect of all wounds currently on it. Alternatively, wounded creature or ally can make DC 15 Wis (medicine) check to end effect of all wounds. |
Weapon | Dagger x2 | 1×2 | 2 gp | 1d4 piercing, finesse, light, thrown, range 20'/60' |
Weapon | “Ratfang”, Hand Crossbow, Bolts x20 | 3+1.5 | 75 gp | 1d6 piercing, light, loading, range 30'/120' |
Weapon | “Devilstar”, Flintlock, Bullets x50 | 2+10 | - | 2d6 piercing, light, loading, range 20'/60' |
Weapon | “Oblivion's Bite”, Flintlock, Bullets x65 | 2+13 | - | 1d10 piercing + 1d6 necrotic, light, loading, range 20'/60' |
Weapon | Long Bow, Arrows x20 | 2+1 | 50 gp | 1d8 piercing, ammunition, ranged 150'/600', heavy, two-handed |
Gear | Burglar's Pack | 48* | 16 gp | Backpack, bag of 1000 ball bearings, 10 feet of string, bell, 5 candles, crowbar, hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, tinderbox, waterskin, 50 foot hempen rope |
Gear | Potion of Healing x5 | .5 | 50 gp | 2d4+2 hit points |
Gear | Potion of Water Breathing | .5 | - | Breathe underwater for 1 hour |
Gear | Cloak of Elvenkind | 1 | - | When hood up, Wisdom (Perception) checks to notice you have disadvantage, advantage on Dexterity (Stealth) checks. Pulling the hood up or down requires an action |
Gear | Pipes of Haunting | 1 | - | Pipes have 3 charges, you can use an action to play them and expend one charge to create an eerie, spellbinding tomb. Each creature within 30 feet of you who hears you play must succeed on a DC 15 Wisdom saving throw or be frightened of you for one minute. If you wish, all creatures within the area who aren't hostile to you can automatically succeed the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on its self on a success. A creature that succeeds on this saving throw is immune to its effect for 24 hours. The pipe regains 1d3 expended charges daily at dawn. |
Gear | Anstruth Harp* | 2 | - | Can use instrument to cast one of its spells, cannot cast that same spell again until the next dawn. Uses attuned wielder's spellcasting ability and spell save DC. When used to cast a spell where the target is charmed on a failed save, target has disadvantage on the saving throw. This effect applies whether used as the source of the spell or as a spellcasting focus. Spells: Fly, Invisibility, Levitate, Protection From Evil and Good, Control Weather, Cure Wounds (5th level), Wall of Thorns |
Other:
Carrying Capacity: 150 (STR*15 lbs)
Cantrips
Name | Type | Casting Time | Range | Cmpnts | Duration | Notes |
---|---|---|---|---|---|---|
Booming Blade | Warlock | 1 a | 5' | V,M (a weapon) | 1 a | As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level. |
Green-Flame Blade | Warlock | 1 a | 5' | V,M (a weapon) | 1 a | As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5' of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level, and 17th level. |
Mage Hand | Bard | 1 a | 30' | V,S | 1 min | A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30' away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30' each time you use it. The hand can't attack, activate magic items, or carry more than 10 lbs. |
Prestidigitation | Bard | 1 a | 10' | V,S | Up to 1 hour | Can create one of several magical effects within range. If cast this spell multiple times, can have up to three of its non-instantaneous effects active at a time, and can dismiss such an effect as an action. |
Vicious Mockery | Bard | 1 a | 60' | V | Instant | Target must succeed on Wisdom Saving Throw or take 1d4 psychic damage and have disadvantage on next attack roll it makes before the end of its next turn. Damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4) |
Spells
Level | Type | Name | Casting Time | Range | Cmpnts | Duration | Notes |
---|---|---|---|---|---|---|---|
1st | Bard | Cure Wounds | 1 a | Touch | V,S | Instant | A creature you touch regains 1d8 +spellcasting ability modifier hit points. Healing increase by 1d8 for each slot above 1st. |
1st | Bard | Dissonant Whispers | 1 a | 60' | V | Instant | Target makes Wis save throw. On a failed save, the target takes 3d6 psychic damage and must use its reaction, if available, to move as far as its speed away from caster. (Target does not move onto obviously dangerous ground) On a successful save, the target takes half as much damage and doesn't have to move away. Deafened targets automatically succeed the saving throw. Damage increases by 1d6 for each slot level above 1st. |
1st | Warlock | Hex | 1 bonus action | 90' | V,S,M | Concentration up to 1 hour | You place a curse upon a creature you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A Remove Curse cast on the target ends this spell early. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. |
1st | Warlock | Shield | 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell | Self | V,S | 1 round | An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. |
1st | Bard | Tasha's Hideous Laughter | 1 a | 30' | V,S,M | Concentration, up to 1 min | Target must succeed on wisdom saving throw or fall prone, becoming incapacitated, unable to stand for the duration. Creatures with Ints of 4 or below are unaffected. At the start of each of its turns and whenever it takes damage, the target can make another wisdom save. The target has advantage on the saving throw if its triggered by damage. A success ends the spell. |
1st | Harp | Protection from Evil and Good | 1 a | Touch | V,S,M | Concentration, up to 10 minutes | Until the spell ends, one creature you touch is protected by certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be frightened, charmed, or possessed by them. If the target is already frightened, charmed, or possessed by such a creature, the target has advantage on any saving throw against the relevant effect. |
2nd | Bard | Detect Thoughts | 1 a | Self | V,S,M | Concentration, up to 1 min | For the duration, can read the thoughts of certain creatures. When spell is cast and as an action on each turn until the spell ends, can focus mind on any one creature can see within 30 ft. If creature has an Int less than 3 or doesn't speak a language, creature is unaffected. Initially learn the surface thoughts of the creature. As an action, can shift attention to another creature's thoughts or attempt to probe deeper. If probing deeper, target must make wisdom saving throw. If it fails, gain insight into creature's reasoning, emotional state, and something that looms large on its mind. If it succeeds, the spell ends. Either way, the creature knows you were probing its mind. Unless you shift your attention to another creature's thoughts, on its turn creature can use an action to make an intelligence check contested by your intelligence check, if it succeeds, the spell ends. Can also use spell to detect presence of creatures you can't see. When you cast spell or as an action during duration, can search for thoughts within 30 feet of you. Can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. Can't detect creature with Int less than 3 or that doesn't speak a language. Once you detect presence of a creature in this way, can read its thoughts for the duration even if can't see it, but must still be within range |
2nd | Bard | Hold Person | 1 a | 60' | V,S,M | Concentration, up to 1 min | Choose a humanoid you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, it can make another Wisdom saving throw. On a success the spell ends on a target. |
2nd | Bard | Invisibility | 1 a | 60' | V,S,M | Concentration, up to 1 hour | A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is also invisible as long its on the target's person. |
2nd | Bard | Silence | 1 a | 120' | V,S | Concentration, up to 10 mins | For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. |
2nd | Harp | Levitate | 1 a | 60' | V,S,M | Concentration, up to 10 minutes | One creature or object you can see within range rises vertically, up to 20' and remains suspended there for the duration. The spell can levitate a target that weighs up to 500lbs. An unwilling target that succeeds on a constitution saving throw is unaffected. The spell ends for a target that attacks or casts a spell. The target can only move by pushing or pulling off a fixed object or surface within reach, which allows it to move as if it were climbing. You can change the target's altitude up to 20' in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain in the spell's range. When the spell ends, the target gently floats to the ground if it was aloft. |
3rd | Harp | Fly | 1 a | Touch | V,S,M | Concentration, up to 10 minutes | A creature you touch gains a flying speed of 60' for the duration. When the spell ends, the target falls if it is still aloft unless it can stop the fall. |
6th | Harp | Wall of Thorns | 1 a | 120' | V,S,M | Concentration, up to 10 minutes | Create a wall of tough, pliable, tangled brush bristling with needle sharp thorns. Wall appears within range on a solid surface and lasts the duration. Can make a wall up to 60' long, 10' high, and 5' thick, or a circle that has a 20' diameter, and is up to 20' high and 5' thick. The wall blocks line of sight. When the wall appears each creature in the area must make a dex saving throw, taking 7d8 piercing damage on a failed save or half that on a successful one. A creature can move through the wall slowly, albeit painfully- for every 1 foot the creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a dex saving throw, taking 7d8 slashing damage on a failed save or half as much on a successful one. |
8th | Harp | Control Weather | 10 minutes | Self (5 mile radius) | V,S,M | Concentration, up to 8 hours | Take control of weather within 5 miles for the duration. Must be outdoors to cast his spell, moving to a space that doesn't have clear path to sky ends the spell early. Casting the spell changes the weather conditions, can change precipitation, temperature, and wind. Takes 1d4x10 minutes for the new conditions to take effect. Once they do so, the conditions can be changed again. When the spell ends, the weather gradually returns to normal. |
Spell Progression
CL | Class & Level | Bard Cantrips Known | Warlock Cantrips Known | Bard Spells Known | Warlock Spells Known | 1st level slots | 2nd level slots | 3rd level slots | Warlock slots | Warlock slot level |
---|---|---|---|---|---|---|---|---|---|---|
1 | Rogue 1 | - | - | - | - | - | - | - | - | - |
2 | Rogue 2 | - | - | - | - | - | - | - | - | - |
3 | Rogue 3 | - | - | - | - | - | - | - | - | - |
4 | Rogue 4 | - | - | - | - | - | - | - | - | - |
5 | Rogue 5 | - | - | - | - | - | - | - | - | - |
6 | Rogue 6 | - | - | - | - | - | - | - | - | - |
7 | Rogue 7 | - | - | - | - | - | - | - | - | - |
8 | Rogue 8 | - | - | - | - | - | - | - | - | - |
9 | Bard 1 | 2 | - | 4 | - | 2 | - | - | - | - |
10 | Bard 2 | 2 | - | 5 | - | 3 | - | - | - | - |
11 | Bard 3 | 2 | - | 6 | - | 4 | 2 | - | - | - |
12 | Rogue 9 | 2 | - | 6 | - | 4 | 2 | - | - | - |
13 | Rogue 10 | 2 | - | 6 | - | 4 | 2 | - | - | - |
14 | Rogue 11 | 2 | - | 6 | - | 4 | 2 | - | - | - |
15 | Warlock 1 | 2 | 2 | 6 | 2 | 4 | 2 | - | 1 | 1 |
16 | Bard 4 | 3 | 2 | 7 | 2 | 4 | 3 | - | 1 | 1 |
17 | Warlock 2 | 3 | 2 | 7 | 3 | 4 | 3 | - | 2 | 1 |
18 | Bard 5 | 3 | 2 | 8 | 3 | 4 | 3 | 2 | 2 | 1 |
19 | Bard 6 | 3 | 2 | 9 | 3 | 4 | 3 | 3 | 2 | 1 |
20 | Rogue 12 | 3 | 2 | 9 | 3 | 4 | 3 | 3 | 2 | 1 |
Character Build
- Background: Sailor
- Personality Trait #1:
- Personality Trait #2:
- Ideal:
- Bond:
- Flaw:
- Race & Subrace: Half-Elf
- Point Buy Ability Scores: Str 9 (1 pt), Dex 15 (9 pts), Con 12 (4 pts), Int 10 (2 pts), Wis 12 (4 pts), Cha 14 (7 pts)
work in progress
Level Progression
CLev | Prof | AttBonus | Class & Level | HPs | Class Features | Sneak Atk Dmg |
---|---|---|---|---|---|---|
1 | +2 | - | Rogue 1 | 9 | Expertise (Acrobatics, Stealth), Sneak Attack, Thieves' Cant | +1d6 |
2 | +2 | +1 Dex | Rogue 2 | 6 (15) | Cunning Action | +1d6 |
3 | +2 | - | Rogue 3 | 6 (21) | Fancy Footwork, Rakish Audacity | +2d6 |
4 | +2 | +1 Dex | Rogue 4 | 6 (27) | Feat: Lucky | +2d6 |
5 | +3 | - | Rogue 5 | 6 (33) | Uncanny Dodge | +3d6 |
6 | +3 | +1 Dex | Rogue 6 | 6 (39) | Expertise (Perception, Thieves' Tools) | +3d6 |
7 | +3 | - | Rogue 7 | 6 (45) | Evasion | +4d6 |
8 | +3 | +1 Dex | Rogue 8 | 6 (51) | Feat: Mobile | +4d6 |
9 | +4 | - | Bard 1 | 6 (57) | Spellcasting (Cantrips: Mage Hand, Vicious Mockery; 1st lvl spells: Cure Wounds, Dissonant Whispers, Feather Fall, Tasha's Hideous Laughter), Bardic Inspiration (d6), Proficiency: Performance, Lyre | +4d6 |
10 | +4 | +1 Cha | Bard 2 | 6 (63) | Jack of All Trades, Song of Rest (d6), 1st lvl spell: Faerie Fire | +4d6 |
11 | +4 | - | Bard 3 | 6 (69) | Expertise (Athletics, Investigation), Bardic College: College of Swords, Proficency: Medium Armor, Scimitars, Fighting Style: Two Weapon Fighting, Blade Flourish, 2nd lvl spells: Hold Person, Invisibility (sub feather fall) | +4d6 |
12 | +4 | +1 Cha | Rogue 9 | 6 (75) | Panache | +5d6 |
13 | +5 | - | Rogue 10 | 6 (81) | Feat: Dual Wielder | +5d6 |
14 | +5 | +1 Cha | Rogue 11 | 6 (87) | Reliable Talent | +6d6 |
15 | +5 | - | Warlock 1 | 6 (93) | Spellcasting (Cantrips: Booming Blade, Greenflame Blade; 1st lvl spells: Hex, Shield), Hexblade's Curse, Hex Warrior, Proficiency: Shields, Martial Weapons | +6d6 |
16 | +5 | +1 Con | Bard 4 | 6 (99) | Feat: Elven Accuracy (+1 Cha), Cantrip: Prestidigitation, 2nd lvl spell: Detect Thoughts (sub Faerie Fire), Silence | +6d6 |
17 | +6 | - | Warlock 2 | 6 (105) | Invocations: Armor of Shadows, Devil's Sight, 1st lvl spell: Unseen Servant | +6d6 |
18 | +6 | +1 Con | Bard 5 | 7 (129) | Bardic Inspiration (d8), Font of Inspiration, 3rd level spell: Bestow Curse | +6d6 |
19 | +6 | - | Bard 6 | 7 (136) | Countercharm, Extra Attack, 3rd level spell: Dispel Magic | +6d6 |
20 | +6 | +1 Con | Rogue 12 | 8 (163) | Feat: Resilient (Con) | +6d6 |
dd5b/gia/charsheet.txt · Last modified: 2018/09/03 20:25 by geebs