| Classes/Levels |
AC: 14; Init: +3; Perc: +2 (Passive 12) |
| Gender |
Male moon elf bard 1 (Faction Agent - Harpers) |
About Quarion, moon elf bard
Quarion
Male moon-elf Bard 1 (Faction Agent-Harpers)
Chaotic Good
Height: 5'8", Weight: 140 lbs
Init +3; Passive Perception 12
Inspiration: 0
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DEFENSE
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Armor: Leather
AC: 14 (No Armor - 13)
HP: 10/10
HD: 1
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OFFENSE
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Speed: 30 ft.
Melee: rapier +5, 1d8+3, piercing
Ranged: fire bolt, +2, 1d10 fire (120)
Str 10, Dex 16, Con 14, Int 11, Wis 10, Cha 14
Proficiency Bonus: +2
Saving Throws: Advantage vs. Charm, magic cannot put me to sleep, Dexterity, Charisma
STR (+0), DEX (+5), CON (+2), INT (+0), WIS (+0), CHA (+4)
Proficiencies: insight (+2) and investigation (+2) (background), deception (+5), perception (+2) (race), performance (+4), and stealth (+5) (class), thieves’ tools (+5) (background - exchanged for two languages)
Languages: Common, Elvish, Draconic
Equipment: rapier, leather armor, Badge of the Harpers, a code-book for the Harpers), a set of common clothes, a pouch containing 15 gp.
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RACIAL TRAITS
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+ 2 to DEX
Darkvision: 60' dim light as bright light and darkness as dim light.
Fey Ancestry: Advantage on saves versus charm, and magic cannot put you to sleep.
Keen Senses: You have proficiency in the Perception skill.
Trance: Gain long rest benefits after ‘sleeping’ for only four hours.
Languages: Common and Elvish
+ 1 to INT
Elf Weapon Training. You have proficiency with the longsword shortsword, shortbow, and longbow.
Cantrip. You know one cantrip from wizard’s list: fire bolt.
Extra language. Draconic.
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CLASS FEATURES
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PROFICIENCIES
Armor: Light armor
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: lute, flute, oratory
Saving Throws: Dexterity, Charisma
Skills: perception, performance, and stealth
Spellcasting
Ritual casting
Bardic Inspiration: (bonus action; creature within 60’; creature gains bardic inspiration die (d6); use for attack roll, ability check, or saving throw; use CHA mod (2) between long rests)
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CANTRIPS/SPELLS
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Spell save DC = 12, Spell attack = +4
Cantrips (2 known + fire bolt)
Fire bolt (ranged attack, 1d10 fire, 120’)
Prestidigitation
Minor Illusion (30’, 1 minute)
Spells (2 1st level slots), (4 known)
1st level
Cure wounds (heal 1d8+CHA mod)
Disguise Self (1 hour)
Feather Fall (bonus action)
Sleep (90’, 5d8 hit points of creatures)
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BACKGROUND – FACTION AGENT (HARPERS)
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Skill Proficiencies: insight and investigation
Languages: thieves’s tools (exchanged for two languages)
Equipment: Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common clothes, and a pouch containing 15 gp
Feature: safe heaven
As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
Personality Trait: Nothing can shake my optimistic attitude.
Ideal: I always try to help those in need, no matter what the personal cost. (Good)
Bond: I owe my life to the agent who took me in when I was in deep trouble.
Flaw: I'm always in debt. I spend my gains on decadent luxuries faster than I bring them in.