About Charlotte Greystone
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Charlotte Greystone
Female Half-Elf Bardlock
Bard 1 / Warlock 2
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Size: Medium
Speed: Normal
Alignment:
Age: 27
Initiative: +3
Passive Wisdom (Perception): 11
Senses: Darkvision, 60 ft.
Languages: Common, Elven, Abyssal, Dwarven, Goblin
Attributes
STR 10 (+0)
DEX 16 (+3)
CON 14 (+2)
INT 12 (+1)
WIS 8 (-1)
CHA 16 (+3)
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Proficiency Bonus: +2
Rapier
Attack: 1d20 + 5 (2 Proficiency + 3 Dex)
Damage: 1d8+3 (3 Dex)
Dagger
Attack: 1d20 + 5 (2 Proficiency + 3 Dex)
Damage: 1d4
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HP: 24 (3d8 + 6 Con)
AC: 14 (11 Armour + 3 Dex)
Saving Throws
STR +0 (+0 Str)
DEX +5 (+2 Proficiency + 3 Dex)
CON +2 (+2 Con)
INT +1 (+1 Int)
WIS -1 (-1 Wis)
CHA +5 (+2 Proficiency + 3 Cha)
Notes
- Immune to Sleep
- Advantage to saves against charms.
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- Arcana +3 (+2 Proficiency +1 Int)
- Deception +5 (+2 Proficiency +3 Cha)
- History +3 (+2 Proficiency +1 Int)
- Perception +1 (+2 Proficiency -1 Wis)
- Persuasion +5 (+2 Proficiency +3 Cha)
- Stealth +5 (+2 Proficiency +3 Dex)
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Proficiencies - Light Armour. Simple weapons, hand crossbows, longswords, rapiers, short swords, 3 Musical Instruments
Researcher - When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Bardic Inspiration (3 / Day) - You can inspire others. Use a bonus action on your turn and choose one creature other than yourself within 60 feet who can hear you. They gain an extra 1d6 that they can use on an ability check, attack roll, or saving throw within the next 10 minutes. A creature can only have one Bardic Inspiration die at a time.
Otherworldy Patron - The Great Old One
Awakened Mind - Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language
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Eldritch Sight - Cast Detect Magic at will
Agonising Blast - Add Cha to damage with Eldritch Blast
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Cantrips - Minor Illusion, Mage Hand
Spells Known - Cure Wounds, Healing Word, Faerie Fire, Sleep
Spell Slots - 2
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Cantrips - Blade Ward, Eldritch Blast
Spells Known - Hex, Charm Person, Dissonant Whispers
Spell Slots - 2
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- Rapier (1d8 piercing, finesse)
- Dagger (1d4 piercing, finesse, light, thrown)
- Leather armour
- Diplomat’s Pack: Chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.
- A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10gp.
- Lute
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1. Bard 1
2. Bard 1 / Warlock 1
3. Bard 1 / Warlock 2
4. Bard 1 / Warlock 3
5. Bard 2 / Warlock 3
6. Bard 3 / Warlock 3
7. Bard 4 / Warlock 3
8. Bard 4 / Warlock 4
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Background: Sage
Bard storyteller / archaeologist / scholar. Goes on a quest for the Temple to find a book for them. Also finds this other Tome that she can’t decipher yet. Keeps it around until she can figure out what it says. Doesn’t know the extent to which it has begun to corrupt her simply by having it.