Master Basaalee Minvandu

Marquez's page

97 posts. Alias of Greycastle.


Race

Spell DC: B13/W12 | Spells: 1 (4/4), 2 (3/3) | Acro +5, Athl +1, Arca +4, Hist +4, Inv +4, Perc +2, Perform +5, Persuasion +5 |

Classes/Levels

Saves: S-1, D5", C2, I2, W0, Ch5* | Init +3 | PP: 12 | Spd: 30' | Insp: No | Bladesong 2/2 Image of Marquez

Gender

Male NG Half-Elf Bard 1/Wizard 3 (Bladesinger) | HP: 25/25| AC: 15 | HD: 1d8/3d6 | Status: Normal |

About Marquez

Race: Half-Elf Background: Waterdhavian Noble Class combo: Bard 1 / Wizard 3 (Bladesinger)
STR 8 (-1) DEX 16 (+3) CON 12 (+1) INT 14 (+2) WIS 10 (+0) CHA 16 (+3)
HP 25 (HD: 1d8/3d6)
AC 15
Initiative +3
Speed: 30' Land
Proficiency +2
Alignment: NG

Proficiencies:
Saving Throws: DEX +5 CHA +5
Skills: Acrobatics, Athletics, Arcana, Persuasion, History, Investigation, Perception, Perform
Weapons: Simple weapons, hand crossbows, longswords, rapiers, whip shortswords
Tools: Three musical instruments of your choice
Armor: Light
Tools:
Languages: Common, Elven, Draconic, Goblin

Spellcasting:
Spell Attack:
Spellcasting Bard DC: 13 Wizard DC: 12
Spell Slots
1st Level: 4
2nd Level: 3

Prepared Spells:
Bard Cantrips Known (2): Mage Hand, Mending
Wizard Cantrips Known (3): Green Flame Blade, Prestigitation, Dancing Lights
Bard 1st: Bane, Faerie Fire, Healing Word, Dissonant Whispers
Wizard 1st: Shield, Magic Missile, Jump, False Life, Knock

Wizard Spellbook:
1st: Alarm (R), Comprehend Languages (R), Detect Magic (R), Find Familiar (R), False Life, Shield, Magic Missile, Jump, Knock, Misty Step

Intend to buy Absorb Elements and Shadow Blade scrolls

Class & Race Abilities:

Bard Features:
Skills: Acrobatics, Athletics, Arcana
Spellcasting (See spells known)
Other features
- Bardic Inspiration: 1d6, 3x/per long rest
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.

Wizard Features:
Spellcasting (See spells known)
Other features
- Arcane Recovery:
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
- Arcane Tradition: Blade Singing

Blade Singing Features:
Skills: Perform
Proficiencies: Whip
- Training in War and Song
When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.

You also gain proficiency in the Performance skill if you don’t already have it.

- Bladesong
You can invoke a secret elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required).

While your Bladesong is active, you gain the following benefits:

You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
Your walking speed increases by 10 feet.
You have advantage on Dexterity (Acrobatics) checks.
You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

Race Features:
Ability Score: +2 cha, +1 dex, +1 int
Speed: 30
Size: Medium
Languages: Common, Elvish, Draconic
Other racial features:
- Skill Versatility Investigation, Perception


Inventory:

Coins & Gems:
GP 80
EP 0
SP 5
CP 0

Armor: Studded Leather Armor

Weapons:
Rapier
Dagger

Other Items:
Entertainer's Pack, musical intrument
A set of fine clothes, a signet ring or brooch, a scroll of pedigree, a skin of fine wine, and a purse, spell book
Trinkets:

Items acquired in game:
Sold Leather Armor, Purchased Spell Book and Studded Leather

Background:
Waterdhavian Noble
Prof: History, Persuasion
Tools: Gaming Set
Lang: Goblin

Feature: Kept in Style
While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family’s estate in Waterdeep to settle what you owe.

This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income—the benefit is a line of credit, not an actual monetary reward.

Trait: I take great pains to always look my best and follow the latest fashions.
Trait: I don’t pay attention to the risks in a situation. Never tell me the odds

Ideal: Independence. I must prove that I can handle myself without the coddling of my family.
Bond: I will face any challenge to win the approval of my family.

Flaw: I have an insatiable desire for carnal pleasures.

Backstory:

Spoiler:

[spoiler=Notes]

[spoiler=Spell Notes]