Aspis Agent

Mirrel's page

270 posts. Alias of Steve Geddes.


Full Name

Mirrel

Race

Human

Classes/Levels

Bard (6) 18/45 HP |+2 Init|16AC|+9 Perc|+2Str +5Dex +1Con +1Int +3Wis +8Cha|

Gender

Male

Size

Medium

Age

20

Alignment

Chaotic Good

Languages

Common, Dwarven

Occupation

Burglar (reformed)

Strength 14
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 16
Charisma 20

About Mirrel

Party Treasure:
Coins:

Magic Items:

Other Stuff:
Spellbook


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Speed - 30 feet
6 hit die (6d8)
AC: 15

Strength save: +2
Dexterity save: +5
Constitution save: +1
Intelligence save: +1
Wisdom save: +3
Charisma save: +8

Class Features and Feats:
Proficiencies: Light armor, simple weapons, hand crossbow, longsword, rapier, shortsword, mandolin, flute, drum, dice, thieves tools

Dungeon Delver: Adv on Perception/Investigation to find secret doors. Adv on saves vs traps. Resist damage from traps. Can search for traps at normal speed instead of slow.

Bardic Inspiration: 5 3 d8 Bonus Action - lasts ten minutes can use after seeing roll.
Font of Inspiration: Bardic Inspiration dice refresh after a short rest.
Song of Rest: d6 bonus hit points if spend hit die.
Countercharm: Can begin performance as an action - me and allies within 30 feet gain advantage on saves vs frightened or charmed until the end of my next turn.

College of Lore

Cutting Words: Can use reaction to subtract BI die from attack roll, damage roll or ability check

Jack-of-all-Trades (half proficiency if none)

Expertise: Perception, Persuasion

Attacks:

[dice=Magic Longsword]1d20+6[/dice],[dice=Damage]1d8+3[/dice]

[dice=Magic Longsword (2H)]1d20+6[/dice],[dice=Damage]1d10+3[/dice]

[dice=Magic Sling]1d20+6[/dice],[dice=Damage]1d4+3[/dice]

Spellcasting:
Spell Save DC: 16
Spell Attack: +8

1st Level Spell Slots: 4
2nd Level Spell Slots: 3 2
3rd Level Spell Slots: 3 1
4th Level Spell Slots: 1 0

Cantrips:
Light: Action - one object sheds bright light to 20 feet and dim light to 40 feet for one hour.

Vicious Mockery: Action - one creature within 60 feet makes wisdom save or takes 2d4 psychic damage and has disadvantage on next attack before the end of its next turn. The target must be able to hear me, but doesn't need to understand me.

Message: Action - can whisper a message to a target within 120 feet who can whisper a reply (nobody else can hear). Can go through barriers if familiar with the target and know they're on the other side.

Spells (lvl 1):
Bless (Additional Magical Secret):Action - three creatures within 30 feet can add 1d4 to any attack roll or saving throw. Lasts up to one minute.

Bane:Action - three creatures I can see within 30 feet must make a Charisma save or suffer -1d4 to all attacks or saving throws. Lasts up to one minute.
(Enhanced - every slot above 1st adds one target).

Dissonant Whispers: Action - one creature within 60 feet takes 3d6 psychic damage and must use its reaction (if available) to move as far away from me as its move allows. Wis save for half damage and no move.
(Enhanced - every slot above 1st adds 1d6).

Healing Word: Bonus Action - 1 creature within 60 feet I can see healed
[dice=Healing Word]1d4+5[/dice]
(Enhanced - every slot above 1st adds 1d4).

Heroism: Action - willing touched creature gains 4 temp hp at the start of each round and is immune to being frightened. Lasts up to one minute.
(Enhanced - every slot above 1st adds another target).

Spells (lvl 2):
Heat Metal: Action - One manufactured metal object such as a weapon or suit of medium or heavy armor within 60 feet glows red-hot. Any creature in physical contact takes 2d8 fire damage when spell is cast and can inflict another 2d8 each round as bonus action until spell ends. Any creature holding or wearing the object must make Con Saving throw or drop it if it can. If it doesn't drop the object it has disadvantage on attacks and ability checks until the start of my next turn. Lasts up to one minute.
(Enhanced - every slot above 2nd adds another 2d8).

See Invisibility: Action - for one hour I can see invisible creatures and objects and can see into the ethereal plane.

Shatter: Action - Loud, painfully intense ringing sound within 60 feet. Each creature in 10 foot radius sphere takes 3d8 thunder damage (Con save for half). Creature of inorganic material has disadvantage. Nonmagical object that isn't worn or carried also takes damage.
(Enhanced - every slot above 2nd adds 1d8 damage).

Suggestion:Action - one creature within 30 feet will pursue course of action described unless it makes Wisdom save. Lasts up to eight hours unless me or a companion damages target.

Spells (lvl 3):
Dispel Magic: Action - affects one creature, object or magical effect within 120 feet. Any spell on the target of third level or lower ends, each spell of 4th level or higher ends on a DC 10+spell level Charisma check.
(Enhanced - every slot above 3rd automatically dispels spells of that level or lower).

Crusader's Mantle (Additional Magical Secret):Action - creates an aura of 30 feet radius that moves with me. Any nonhostile creature in the aura deals an extra 1d4 radiant damage when it hits with a weapon attack. Lasts up to one minute.

Hypnotic Pattern: Action - all creatures within a 30 foot cube, within 120 feet must make wisdom save or be charmed, incapacitated and have a speed of zero. Lasts up to one minute.

Skills:
[dice=Athletics]1d20+3[/dice]

[dice=Acrobatics]1d20+3[/dice]
[dice=Sleight of Hand]1d20+3[/dice]
[dice=Stealth]1d20+5[/dice]

[dice=Arcana]1d20+2[/dice]
[dice=History]1d20+4[/dice]
[dice=Investigation]1d20+4[/dice]
[dice=Nature]1d20+2[/dice]
[dice=Religion]1d20+2[/dice]

[dice=Animal Handling]1d20+4[/dice]
[dice=Insight]1d20+6[/dice]
[dice=Medicine]1d20+6[/dice]
[dice=Perception(exp)]1d20+9[/dice]
[dice=Survival]1d20+6[/dice]

[dice=Deception]1d20+8[/dice]
[dice=Intimidation]1d20+6[/dice]
[dice=Performance]1d20+6[/dice]
[dice=Persuasion(exp)]1d20+11[/dice]

Equipment:
+1 Longsword, +1 Sling (10 stones), +1 Studded Leather Armor, +1 ring of protection, Dagger, Mandolin, Backpack, Bedroll, 2 Costumes, 5 candles, 15 days rations, waterskin, tent disguise kit.
Crowbar, dark clothes+hood, belt pouch (3.3 gp)
0 [dice=Healing Potion]2d4+2[/dice]
1 [dice=Extra healing Potion]4d4+4[/dice]
3 flasks holy water

Background:
Criminal (burglar).
Special Feature - reliable and trustworthy contact/liaison with criminal network. Can get messages back and forth over distances.