Level 3 Human Bard
Lvl 3 Human Bard (2887XP)
Stats: STR 10, DEX 16, CON 12 (11 With Injury), INT 14, WIS 9, CHA 16
AC 15 (Studded Leather + Dex)
Shadowblade 1D6+3 Slashing (+1 to ATK and Damage if in dim light)
Heal 2 HP when attack kills an opponent
Rapier 1d8 3 Ranged
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number o f times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d 10 at 10th level, and a d l2 at 15th level.
Jack of all Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d 10 at 13th level, and to 1d 12 at 17th level.
Tutz intuitively knows where Quincy is and how to get to him if they are within a few miles of each other. In addition, he has advantage on perception checks involving smell, and can learn more on smell perception checks than others.
Feature: By Popular Demand
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food o f a modest or comfortable standard (depending on the quality o f the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Skills: Deception, Performance, Persuasion, Acrobatics, History, Advantage on Perception checks involving smell
Saving Throws: Dexterity, Charisma
Armor: Light Armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Disguise Kit, Lute, Flute, Bagpipes, Drums
Languages: Common + 1 (Undecided)
Spellcasting modifier: Charisma
Spell save DC: 13
Spell attack modifier: +5
Cantrips: Vicious Mockery, Minor Illusion
Spells:Cure Wounds, Detect Magic, Comprehend Languages, Speak with Animals +2 level 2 spells
Lute (2 lb)
Bongos (3 lb)
Shadowblade (3 lb)
Studded Leather Armor (13 lb)
Disguise Kit (3 lb)
Backpack (5lb, hold 30 lb)
Bedroll (7 lb)
50 feet of rope (10 lb)
5 days rations (10 lb, 2/day)
Waterskin (5 lb when full)
Signal Whistle (0 lb)
Tinderbox (1 lb)
5 Torches ( 5 lb @ 1 each)
Ink Pen ( 0 lb)
Healer’s Kit (3 lb) ( 7 Uses Left)
2 Sacks (1 lb, ½ lb each)
2 sheets parchment (0 lb)
587 Gold Pieces, 1 silver piece and 6 copper pieces
Amara owes Tutz 437 GP
Total Carry Weight: x lb
Tütz has traveled to Silanya in order to write an anthology of stories and songs about his ancestors’ homeland. Once complete, he plans to travel back to the republic, and licence his work out to other minstrels and bards. In doing so, he hopes to not only become rich, but to be immortalized as one of the great storytellers/songwriters of our time.
Trait: I am less concerned with the truth and more concerned about what will make a compelling story.
Ideal: I want people to be inspired when I perform.
Bond: I want to be famous, whatever it takes.
Flaw: I’ll do anything to win fame and renown.