| Sonya Redgrave |
Sorry for my post rates folks, I've been in outage for the last week and 7-12s doesn't leave much time.
As for the game I going to pull out and offer Sonya up as an npc if one of the pc's or the gm wish to run her. I will spoil her profile etc..
This is due to not any of yall or the GM, but I just can't get into the dungeon. Never been much of a complete mega puzzle dungeon runs, so I apologize. Didn't realize that was the case when I signed up. Hope there's no hard feelings and good luck!
Sonya Redgrave
Human(chondathan) Bard 10(lore)/Warlock 2
Alignment True Neutral
HP 123, AC 18, Initiative +4, Speed: 30', Proficiency +4
Passive Perception 20 (Devil's Sight)
Bardic Inspiration 5/5(1d10)
Lucky 3/3
Inspiration 0
STR 10 (+0) DEX 14 (+2) CON 20 (+5) INT 19 (+4) WIS 14 (+2) CHA 20 (+5)
Attacks
Spell Attacks +11, effect varies
Proficiencies
Immunities Disease, Poison
Saving Throws Str +4, *Dex +8, *Con +11, Int +8, *Wis +8, *Cha +11
Feats Resilient(Con), Lucky
Skill Proficiencies Acrobatics +4, Athletics +2, **Arcana +12, *Deception +9, *History +8, *Insight +6, Intimidation +7, **Investigation +12(adv), *Medicine +6, Nature +6, **Perception +10, Performance +7, Persuasion +7, *Religion +8, **Stealth +10(adv), Survival +4
Armor Light Armor
Languages Common, Elven
Tool Proficiencies Dice, Thieves' Tools, Banjo, Fiddle, Harmonica
Weapons Simple Weapons
Bard Class Features
Additional Magical Secrets You learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. (Counterspell, Revivify)
Bardic Inspiration As 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 d10. It must be used with 10 minutes. You can use this feature a number of times equal to your Charisma modifier (a minimum of once).
Bonus Proficiencies You gain proficiency with three skills of your choice.
Countercharm 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.
Cutting Words 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. The creature is immune if it can’t hear you or if it’s immune to being charmed.
Expertise Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. You gain this ability again at 10th level. (Arcana, Insight, Perception, Stealth)
Font of Inspiration You regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
Jack of All Trades You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Magical Secrets Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional spells from any class at 14th level and again at 18th level. (Aura of Vitality, Contagion)
Ritual Casting You can cast any bard spell you know as a ritual if that spell has the ritual tag.
Song of Rest 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 1d8 hit points.
Bard Spells
DC 17
0-Mage Hand, Mending, Minor Illusion, Vicious Mockery
1st-(4/4) Dissonant Whispers, Faerie Fire, Healing Word(B), Hideous Laughter, Thunder Wave
2nd-(3/3) Knock, Lesser Restoration
3rd-(3/3) Aura of Vitality, Counterspell(R), Dispel Magic, Hypnotic Pattern, Revivify
4th-(2/3) Greater Invisibility, Polymorph
5th-(1/1) Contagion, Greater Restoration
Bard Ritual Spells
Comprehend Languages
Detect Magic
Identify
Speak with Animals
Animal Messenger
Locate Animals or Plants
Magic Mouth
Silence
Tiny Hut
Warlock Class Features - The Great Old One
Awakened Mind You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Eldritch Invocations Agonizing Blast, Devil Sight(Darkvision 120, magical and none)
Spell Slots All of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
Warlock Spells
Spell Slots 2/2(1st level)
0(at will)- Chill Touch, Eldritch Blast
Spells - Dissonant Whispers, Expeditious Retreat(B), Hellish Rebuke(R), Hideous Laughter, Unseen Servant
Criminal Features
Specialty Burglar
Feature Criminal Contact
Personality Trait I always have a plan for when things go wrong.
Ideal I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.
Bond Someone I loved died because of a mistake I made. That will never happen again.
Flaw When I see something valuable, I can’t think about anything but how to steal it.
Race Features
Ability Score Increase - Dex, Cha
Bonus Skill Prof - Perception
Bonus Feat - Resilient(Con)
Staff of Power
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Charges 20/20
Spells: +11 to Hit, DC 17
Magic Missile(1 charge)
Ray of Enfeeblement(1 charge)
Levitate(2 charges)
Fireball(5th)(5 charges)
Lightning Bolt(5th) charges)
Cone of Cold(5 charges)
Hold Monster(5 charges)
Wall of Force(5 charges)
Globe on Invulnerability(6 charges)
Retributive Strike: Look up if you plan to use.
Staff of Healing
Charges 10/10
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells.
Cure Wounds (1 charge per spell level, up to 4th),
Lesser Restoration (2 charges)
Mass Cure Wounds (5 charges)
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.
Wand of Fireballs
Charges 7/7
While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Robes
•window
•spell scroll(Bard-Magic Mouth/Cleric-Revivify)
•wooden ladder
•portable ram
•10 gems worth 100gp each
•silver coffer worth 500gp
•4 potions of healing
•Dagger(2)
•Bullseye lantern (filled and lit)(2)
•Steel mirror(2)
•10-foot pole(2)
•Hempen rope (50 feet, coiled)(2)
•Sack(2)
Gear
Staff of Power(AT)
Headband on Intellect(AT)
Amulet of Health(AT)
Helm of Teleportation(AT)
Elven Chain(worn)
Handy Haversack(worn)
Boots of Elvenkind(worn)
Chime of Opening 10/10
Broom of Flying
Cape of the Mountebank(worn) 1/1
Cloak of the Manta Ray
Helm of Comprehend Languages
Periapt of Health(worn)
Periapt of Proof against Poison(worn)
Eyes of Minute Seeing(worn)
Tan Bag of Tricks(3) 9/9
Ring of Water Walking(worn)
Rope of Climbing
Wind Fan 1/1
Robe of Useful Items(worn)
Dust of Disappearance
Restorative Ointment(4 doses)
Wand of Magic Missile 7/7
Wand of Detect Magic 0/3
Wand of Secrets(2)2/6
Wand of Fireballs(Must be AT)
Staff of Healing(Must be AT)
Potion of Water Breathing
Potion of Climbing
Potion of Healing(4) 2d4+2
Potion of Greater Healing(2) 4d4+4
Potion of Fire Resistance
Potion of Lightning Resistance
Potion of Cold Resistance
Scroll of Unseen Servant(2)
Scroll of See Invisibility(3)
Scroll of Silence
Scroll of Knock
Diamonds(1500)
Diamond Dust(1000)
10k spent on bonus feat
10k spent on bonus attunement
Dungeoneer's Pack
13gp
Stats
Str 10, Dex 13, Con 10, Int 10, Wis 14, Cha 15
+1 Cha, Dex from race
+4 Cha 4th and 8th bard
Human Bonus Feat - Resilient(con)
Bought feat - Lucky