Fighter

Rascal "Raz" Stormshadow's page

96 posts. Alias of Helaman.


Full Name

Rascal "Raz" Stormshadow

Race

Human

Classes/Levels

Bard/5 College of Valor

Gender

AC12 |HP 38/[38]| Str+4 Int+0 Wis-1 Dex+3 Con+2 Cha+4|Init + 1|Passive Perception 12|Bardic Insp 1/[2] Inspiration? [N] HD 5/5

Age

20

Alignment

Chaotic Good

Occupation

Mercenary and professional story teller

Strength 18
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 8
Charisma 15

About Rascal "Raz" Stormshadow

Stat buy Str 14, Dex 12, Con 14, Int 10, Wis 8, Cha 14.
* Variant Human +1 Str (15) +1 Chr (15) Human Feat +1 str (16)
** Str +2 at level 4

Proficiency Bonus: +3

Class Abilities
Bardic Inspiration
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 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.

Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. 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.

Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.

Font of Inspiration
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

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 ifyou are incapacitated or silenced or if you voluntarily end it (no action required).

College of Valor
Bonus proficiencies: Martial Weapons, shields and Medium Amour proficiency

Combat inspiration: Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

Extra Attack: Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Spells
Cantrips: Prestidigitation, True Strike
1st Level: Bane, Cure Wounds, Disguise Self, Sleep,
2nd Level: Invisibility, Suggestion
3rd Level: Dispel Magic, Major Image

1st Level Slots: 4 | 2nd Level Slots: 3 | 3rd Level Slots: 2

Skills
Background: Mercenary
* = Class Skills (6: 2 for background, 1 for race, 3 for class)
Acrobatics +2
Animal Handling +3
Arcana +1
*Athletics +7
*Deception +5 (+7 with expertise)
History +1
Insight +0
*Intimidation +5
Investigation +2
Medicine +0
Nature +1
*Perception +2
*Performance +5
*Persuasion +5 (+7 with expertise)
Religion +1
Sleight of Hand +2
Stealth +2
Survival +0

Instruments: Lute, Flute, Singing.

Background
Mercenary
Skill Proficiency: Athletics, Persuasion
Tool Proficiency: One type of gaming set (dice), vehicles (land)

Mercenary Life: You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Downtime Activities" in chapter 8 of the Player's Handbook).

Feats
Tavern Brawler (Human Bonus Feat)
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
• Increase your Strength or Constitution score by 1, to a maximum of 20.
• You are proficient with improvised weapons and unarmed strikes.
• Your unarmed strike uses a d4 for damage.
• When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Equipment
Leather Armour AC11
Longsword
Dagger
Explorers Pack#
Lute
A uniform of my company (traveler's clothes in quality)
Dice
A pouch containing 10 GP

#[Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.]

Background

Spoiler:

"Raz" is one of life's trouble makers. So up to pranks and mischief that his own parents took to calling him Rascal to the point that no one can remember what his actual birth name was. He joined a mercenary troop passing by his home as a way to avoid premature matrimony a few years ago and never looked back. He's developed an wide range of skills, including becoming a gifted lute player and singer, as well as a few magical tricks.

Rascal is very much an impulsive 'live for the moment' figure and believes in leading with his heart rather than his head (unless leading with ones head is an actual headbutt) and this has gotten him into more than his fair share of fights, to the point where he's become an accomplished barroom brawler.

Never afraid of a fight and always up for a laugh Rascal is a fine if troublesome friend and rarely boring.

Traits, bonds etc
Traits: I don't pay attention to the risks and consequences if it stands in the way of a good time and I don't back down from a challenge easily.

Ideal: "I live for the moment - life is to be savoured like a fine meal"

Bond: "Life under arms has taught me to be loyal to your band. Any that fight alongside of me are my band... at least until something comes up to break the alliance".

Flaw: I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.