Dymmathy Flintworth
Lightfoot halfling Bard 6
Small humanoid, chaotic neutral
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Armor Class 14 (studded leather)
Hit Points 48 (6d8+12)
Speed 25 ft.
STR 13 (+1), DEX 14 (+2), CON 14 (+2), INT 14 (+2), WIS 13 (+1), CHA 19 (+4)
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Feats War Caster
Saving Throws Dex +5, Cha +7
Skills Acrobatics +5, Animal Handling +2, Arcana +5, Athletics +2, Deception +7, History +3, Insight +2, Intimidation +5, Investigation +8, Medicine +2, Nature +3, Perception +4, Performance +7, Persuasion +7, Religion +3, Sleight of Hand +3, Stealth +8, Survival +2
Senses passive Perception 14
Languages Common, Halfling
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Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+2 piercing damage.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d10+1 slashing damage or 1d10+1 slashing damage if used with two hands to make a melee attack.
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Class & Racial Abilities
Bardic Inspiration (d8): 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 GM 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 of 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 d10 at 10th level, and a d12 at 15th level.
Brave: You have advantage on saving throws against being frightened.
Countercharm: At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
Criminal Contact:
Cutting Words: Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.
Font of Inspiration: Regain all uses of Bardic Inspiration during a short or long rest.
Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Naturally Stealthy:
Song of Rest (d6): If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, 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 1d10 at 13th level, and to 1d12 at 17th level.
War Caster: Can perform Somatic components of a spell while I have a weapon in one or both hands. Can cast as a attack of opportunity. Advantage on Concentration checks.
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Spell Casting
Save DC: 15, Attack +7, Known 9/9
3rd Level:
Tiny Hut Counterspell Fireball
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Equipment
Dagger
leather armor
Longsword
studded leather
backpack
bedroll
candle (5)
clothes
costume
clothes
costume
disguise kit
lute
rations (5)
wand of magic missiles (7/7)
waterskin
100gp Worth Pearl
415 gp 5sp
Mount
Mastiff - 25gp
Riding Saddle - 10gp
Saddle Bags - 4gp
5 days of feed - 25cp
Background:
Theifing groups often used a face man. Someone who would entertain the 'Mark' while the real dirty work was being done. Dymm was that man. Small of stature, people would find him entertaining, while his gang members would rob a man blind, steal from the establishment, or just get up to no good.
He was not always like this. He grew up on a rich household. Never really wanted to be part of the rich society. He would sneak out and go to bars and other seedy places. The dirtier the better. He would sing and perform for fun. Soon his family found out and disowned him. Once that happened, he fell into his gang. Who used him for awhile.
Eventually something was going to break, and everyone got caught, except for Dymm. Getting away, he decided (like any good ex-rich person..) he was going to try adventuring. Cant be any more dangerous than helping his friends pick pocket a drunk man while you sing to him.... right??