About Olden Martis
Saving Throws: Intelligence, Charisma Skills: History (Intelligence), Perception (Wisdom), Performance (Charisma), Persuasion (Charisma), Search (Intellience), Stealth (Dexterity),
Proficiency Bonus: +3 Background: Minstrel
Racial Abilities:
Class Features:
Feats:
Spells:
Spell Slots:
Bag of Holding:
Adventurer's Kit Silvered Arrows (20) Ball Bearings (100) Climber's Kit Disguise Kit Common Clothes Fine Clothes Gaming Set Grappling Hook Hammer Sledge Hammer Crowbar Manacles Steel Mirror Lute Fiddle Tin Whistle Piton (5) Potion of Healing (5) Shovel Iron Spike (10) Tent Thieve's Tools Bolas Longbow Arrows (20) [Wealth] Horse [Largent] Encumbrance:
Wealth:
Magic Stuff:
Wand of Enemy Detection This pale wand is carved from aspen wood, capped on one end with a lens-‐shaped crystal. When the wand is held, the crystal glows faintly. Olden's particular wand appears to be of Dwarven make, crafted with Song Craft. Its fine harmonics and obvious symbols of power make it highly coveted. Property: The wand has 7 charges. If you are holding the wand when you roll initiative, you can expend 1 charge (no action required) to roll a d8 and add the number rolled to your initiative. While you hold the wand, you can use an action to expend 2 charges from the wand. If any enemies are within 60 feet of you, one end of the wand rapidly pulses with red light, and the wand tugs your hand in the direction of the nearest hostile creature within range. The wand detects an enemy even if it is invisible, hidden, or disguised. The wand’s detection can penetrate barriers, but it is blocked by 1 foot of stone, 1 inch of metal, a thin sheet of lead, or 3 feet of wood or dirt. If you expend the wand’s last charge, roll a d20. On a 1, the wand blackens and crumbles to dust, forever destroyed. The wand regains 1d6 + 1 expended charges each day at dawn. Potion of Healing
Property [Consumable]: As an action, you drink the potion and regain 2d4 + 2 hit points. Bag of Holding
Property: This bag can hold up to 500 pounds of weight, not exceeding a volume of 70 cubic feet. The bag always weighs 15 pounds, despite the weight of any contents. Placing an object in the bag does not require an action, but retrieving an item from the bag does. The bag has a few limitations. If the bag is overloaded, or if a sharp object pierces it or tears it, the bag ruptures and is destroyed. If the bag is destroyed, its contents are lost forever, although an artifact always turns up again somewhere in the world. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. If a breathing creature is placed within the bag, the creature can survive for up to 10 minutes, after which time it begins to suffocate. Secret: Placing a bag of holding inside a portable hole opens a momentary gate to the Astral Plane. Any creatures within a 10-‐foot radius are drawn to the Astral Plane, the rift closes, and the portable hole and bag of holding are destroyed. If a portable hole is placed into a bag of holding, a similar rift appears, but it leads to a random plane of existence. Next Mechanics:
Lucky
You can also spend one luck point when an attack roll is made against you. Roll a d20, and you choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you complete a long rest. Minstrel
Trait – Noted Performer
Bardic Knowledge:
Bardic Performance:
A creature can be affected by only one of these performances at a time. If two or more bards try to affect the same creature with such performances, the creature is affected by neither. Call to Battle:
Inspire Competence:
Expertise:
Countercharm: At 7th level, you learn Countercharm, a new use for your Bardic Performance. While you perform it, you and friendly creatures within 25 feet of you are protected from being maliciously influenced. An affected creature has advantage on saving throws against being charmed or frightened. College of Valor Features Bonus Proficiencies
War College Training
Song of Rest
About Olden:
Appearance] |