Level 7 Half-Elf Bard
Up to date after exp 96
Stats: STR 8, DEX 11, CON 16, INT 10, WIS 7, CHA 16
Height: 5’ 4"
Weight: 134 lb
Max HP: 47
Hit dice: 6d8
Passive Perception: 11
Passive Investigation: 13
Proficiency bonus +3
Skills: Animal Handling, Arcana, Investigation, Medicine, Perception, Performance, Persuasion (expertise), Stealth (expertise), (disadvantage on climbing checks)
Saves: Dexterity, Charisma
Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Armour: Light Armour, Medium Armour, Shields
Tools: Flute, Lyre, Drums, Disguise Kit, Thieves’ Tools
Languages: Common, Elvish, Draconic, Abyssal Guard, Dwarven, Qua/GrosQua, Fela, Fala, Kenku (can understand and kinda sorta barely speak), Gnomish, Halfling, Infernal, Thieves’ Cant, Common Sign, Celestial, Druidic, Blazing Banner/Crested Skull, rough Hobgoblin, has some ideas about millitaur (but can’t make the sounds), Abyssal, Orcish
Features + Traits
Background Feature: Advantage on Charisma checks to communicate past a language barrier
Half Elf Traits:
Fey Ancestry: Advantage vs. being charmed, can’t be magically put to sleep
Skill Versatility: Gain proficiency in 2 skills
Bardic Inspiration: bonus action to grant an Inspiration die (d6) to a creature within 60’. It must be used within 10 minutes. May use this feature a number of times equal to your Charisma modifier (3). Regain on a short rest.
Jack of All Trades: Add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Song of Rest: If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
Bonus Proficiencies: Gain proficiency in 1 new skill and gain Talented Linguist feature.
Talented Linguist: (taken instead of 2 skills from College of Lore) You pick up new languages extremely quickly.
Cutting Words: Use reaction and expend 1 use of Bardic Inspiration to grant -d8 on an attack, ability check, or damage roll.
Countercharm: as an action, can play a song that gives friendly creatures within 30’ who hear it advantage on saves against being charmed or frightened until the start of my next turn
Lost Leg: (sustained on expedition 6 from a lurker club) -4 points of Dexterity, movement speed reduced by 5’, disadvantage on climbing checks.
Injured Eye: (sustained on expedition 34 from a stirge bite) -2 points of Wisdom.
Life Lesson: Never Shake Hands with a Frog: -1 str
Healing: Negate 2 point of Dexterity loss.
Boar form: When reduced below 1/4 of total hit points, make a DC 15 Charisma check (proficiency bonus is doubled for this check). On a failure, you transform into a Boar but retain personality and mental stats. On failure by 5 or more, your mind becomes the mind of a boar: replace your mental stats, and you are motivated solely by the boar’s instincts. Either way, the transformation wears off after 10 minutes, at which point you return to your normal form and gain 1 level of exhaustion. While in boar form, add proficiency bonus to attacks and damage.
Relentless Endurance: Once per expedition, when you are reduced to 0 hit points but are not killed outright, you instead go to half hp. If you don’t take a short rest after a combat where this triggers, gain a level of exhaustion and -1 on the drop table
Relentless Survival: If Sovan would die, he instead take a permanent injury and gets up 1 minute later. If he would die again, he takes another permanent injury and gets up the next round. Injuries cannot reduce his speed or reduce any stat to 0. After an expedition where Sovan should have died, he immediately retires, and his xp pool transfers as though he died (xp * .5 * .95 per injury).
Stubborn: Lose 1 point of wisdom. You have to fight for one round after making the decision to retreat. This can be negated with a DC 15 Wis save or if someone else makes a DC 20 persuasion check.
Fey-Blessed Inspiration: When granting inspiration as a bonus action, can also cast a healing word.
Winter Wolf Blessing: Vicious Mockery also now slows enemies by 10’ (like ray of frost)
Mushroom Gem: Yellow-Green Gem – Relentless restores to half health instead of 1hp. Boar form adds Sovan’s proficiency bonus to attacks and damage. Adrenaline surge – After a combat in which Relentless Endurance triggers, Sovan must take a short rest or gain 1 level of exhaustion and -1 on the drop table
Spider humming: Knows the Fala technique of humming at spiders to make them go away peacefully. Spending an inspiration on the humming lowers the DC. Con based perform. Drums proficiency applies.
Geas’d: promised to help the Modrons scout the jungle for additional parties for the summit. Promised never to knowingly harm a Warden.
Heart Weighed: Lose 3 max hp. One time, can cast any cleric spell of 6th level or lower. (Used)
Tiny Book from the Puzzling Library: Once per expedition, can return to 4mm size for 1 minute
Harmonized at Church of the Wild: Advantage on any checks related to dealing with the power from there
King of the Stone Folk: All hail. (Only when he’s wearing the crown. Probably only applies in that one room of the Observatory of the Ideal)
Cantrips: Mage Hand, Minor Illusion, Vicious Mockery
1st Level: Comprehend Languages, Dissonant Whispers, Healing Word, Shield
2nd Level: Calm Emotions, Enlarge/Reduce, Gust of Wind, Shatter
3rd Level: Hypnotic Pattern, Fireball, Fly, Major Image, Plant Growth
4th Level: Dimension Door, Polymorph
Dissonant Whispers: _When cast at 2nd level or higher: VS, Strong – +2d6 damage; Long Casting Time – triggers 2*spell level initiative counts after I start casting it
Hypnotic Pattern: Dynamic – can cast as full round for +2 DC; Long Casting Time – triggers 6 initiative counts after I start casting it
Major Image: Harrowing – force a morale save on affected creatures; Localized – range is reduced by 1/2
Polymorph: Long Casting Time – triggers 8 initiative counts after I start casting it; Agonizing – take 4d6 damage, spell does 2d6 more damage
(I can quirk one more spell)
The Best Possible Lyre: The lyre has [level/2+1, rounded down] charges / day which can be spent instead of a spell slot a a cost of 1 charge / spell level. They can only be spent on healing, regeneration, growth, etc. effects. I leave exactly what qualifies to your judgment.
Spells cast using the lyre’s charges are cast through a +2 spell focus (as though +2 to cha / prof).
: Your bardic inspiration is +die size.
1/day – 60’ range, one target you can see who can hear you must save vs spell DC with the weaker of con and wis, or be poisoned. If the song is sustained for a second round, must save or be paralyzed. Save every round to end. Paralyzation ends if the target is attacked, poisoned lasts for [prof] rounds after paralyzation ends or after save vs paralyzation succeeds.
Veillantif: Your speed increases by 5 ft. Twice per short rest (gained another use from heart weighing), you may use your reaction to temporarily move up 5 points in the initiative order and gain +10 ft move speed (lasts until the end of your turn). Does not take up an attunement slot.
Elemental Breastplate: can absorb up to 5 points of elemental damage at a time, up to a total of 10/day.
Mindful Half-Plate: add proficiency to concentration checks.
Pearl of Power: As an action, regain a spell slot up to level 3. Once/day.
Traits, Ideals, Bonds, Flaws
Personality traits: I bluntly say what others are thinking or hiding. I have a positive attitude and will try to make the best of things.
Ideals: Aspiration: I always strive to be the best I can be at whatever I’m doing.
Bonds: I will do everything in my power to protect my fellow adventurers.
Flaws: I have a hard time making sacrifices or delaying gratification.
As the child of an illicit tryst between a human hunter and an elf from a highly closed and xenophobic forest community, Sovan’s only connection with his elven father was an amulet with a symbol of darkened moon and a letter apologizing for sending him away. He lived in the city with his mother until he was six years old, at which point she died suddenly and tragically, leaving him alone in the world. Sovan was entirely unequipped to fend for himself on the streets, surviving more by luck than skill. He was on the edge of starvation, too faint from hunger even to look for food, when a green dragonborn child approached him in an alley and offered him a sticky bun. Suspicious, but too hungry to say no, he let her approach, and ate the bun.
When she realised how desperate he was, the child offered to bring him more food the next day, and over time, Sovan and Fær became close friends. She snuck food to him whenever she could, and protected him when the older urchin children would try to steal from him or beat him up. With Fær’s friendship and protection, Sovan had a fairly happy childhood, despite his circumstances. They played together almost every day, and Sovan made up games for them and sang her songs he invented.
When he got a bit older, Sovan eked out a meager living singing at low class taverns. He knew he was talented enough to do better, but no one would take him seriously due to his lack of social connections and generally shabby appearance. He was desperately jealous of more successful bards, especially the well-known and well-loved Tütz Malüts.
Sovan’s big break came from a surprising source. When Fær and Sapphira got married, Sovan’s wedding gift to them was an original song, written in the style of traditional dragonborn love ballads and performed at the wedding in flawless draconic, which he learned for the purpose. Sapphira’s family connections meant that the wedding was overflowing with wealthy dragonborn elite, who were equally charmed by Sovan’s talent and the novelty of a half-elf performing draconic music.
From that point on, Sovan’s life improved immeasurably. Sovan became a highly desired performer at high class dragonborn events, and the head of the Bella Cuprica clan (Sapphira’s extremely rich and important family) took credit for “discovering” him and became his patron.
A few months later, Sovan decided to write a song about Sapphira and Fær’s honeymoon trip to Silanya. He started researching the new continent, conducting interviews with sailors who worked on the ships that traveled back and forth between the continents. A particularly successful interview resulted in Sovan being invited back to her berth, and a misunderstanding of the ship’s schedule resulted in him oversleeping and still being aboard when the ship cast off for Silanya.
During his accidental journey, Sovan forged close friendships with most of the crew, and planned to make a short visit to Sila to see his friends and the town before re-boarding the ship and traveling home with them. However, a massive storm destroyed the ship just before it reached Silanya. Sovan managed to swim to shore on a piece of flotsam, but nearly everyone else drowned, and Sovan was sufficiently traumatized to swear off boats for the foreseeable future.
Now that he was trapped in Silanya, Sovan basically thought “Well, I’m here anyway, may as well have an adventure” and joined the guild.