User Tools

Site Tools


dd5b:gia:charsheet

[ Back ] [ Gia Main ][ Charsheet ] [ Reports ]

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