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Rolled stats: 9 – 12 – 14 – 14 – 16 – 16

Half Elf Lore Bard 3 / Swashbuckler Rouge 5


STR DE CON INT WIS CHA HP: 59
X
Hit Dice: 8 D8
9 16 12 14 14 16
9 17 12 15 14 18 Racial Proficiency Bonus: +3
9 18 12 16 14 18 4th Rouge lvl ASI
Racial Traits:
Speed: 30 ft // Size: medium // Darkvision: 60 ft. // Fey Ancestry: Adv. On saving throws
against being charmed and magic can’t put you to sleep. // Skill Versatility: you gain prof in
two skills of your choice (investigation, perception). // Languages: Elvish, Dwarvish and
Common.

Background Traits: Charlatan


Skill Prof: Deception, Sleight of Hand // Tool Prof: disguise kit, forgery kit // Favorite Scheme: I
cheat at games of chance // False Identity: You have created a second identity that includes
documentation, established acquaintances, and disguises that allow you to assume that
persona. Additionally, you can forge documents including official papers and personal letters,
as long as you have seen an example of the kind of document or the handwriting you are trying
to copy.

Class Features: BARD


Proficiencies: Armor: light armor // Weapons: simple weapons, hand crossbows, long and
short swords and rapiers // Saving Throws: dexterity and charisma // Skills: performance,
acrobatics and persuasion. // Tools: 3 musical instruments. (Mandolin, flute, piano)

Spellcasting: Your Spellcasting ability is Charisma, Spells Known: 6 // Cantrips: 2


the number of spells you know are shown in the 1st level slots: 4 // 2nd level slots: 2
Cantrips: Mage Hand, Message
bard chart on the PHB. You can change the spells
Spells: Feather Fall, Faerie Fire, Healing
you know every time you gain a level on this class. Word, Disguise Self, Bane, Silence.
Yu can also cast spells as rituals.

Bardic Inspiration: As a bonus action you can inspire others with your words or music; to do
so, you must choose a creature within 60 ft. of you that can hear you; that creature gains a
bardic inspiration die (1D6).
Once within the next ten min. the inspired creature can roll the D6 and add the number to
one ability check, attack roll or saving throw it makes. It can wait until after it makes the D20
roll before deciding to use the bardic inspiration die, but must decide before the DM says
whether the roll succeeds or fails. After the inspiration dice is rolled, it is lost. A creature can
have only one dice of inspiration at a time.
You can use this feature a number of times equal to your CHA mod. You regain expended
uses when you finish a long rest.

Jack Of All Trades: You can add half your prof. bonus to any ability check you make that
doesn’t benefits from it.
Song of Rest: If you or any other friendly creatures who can hear your performance regain HP
at the end of a short rest, each of them regain an extra 1D6 HP.
Expertise: Choose 2 skill in which you have proficiency. Your proficiency bonus is double for
any ability checks you make that uses them.

Bard College: COLLEGE OF LORE:

Bonus Proficiencies: You gain proficiency with 3 skill of your choice (History, survival,
insight).

Cutting Words: When a creature that you can see within 60 ft. of you makes an attack roll,
skill check or a damage roll, you can use your reaction and expend one of your Bardic
Inspiration die, to subtract the number rolled to the creatures’ result. You can choose to use
this feature after the creature makes its roll, but before the DM determines whether or not the
roll is successful. The creature is immune if it can’t hear you or if it’s immune to being
charmed.

Class Features: ROUGE


Proficiencies: Armor: light armor // Skills: stealth. // Tools: thieves’ tools.

Expertise: Choose 2 skill in which you have proficiency or your one skill and the thieves’ tools.
Your proficiency bonus is double for any ability checks you make that uses them.

Sneak Attack: Once per turn you can deal an extra 3D6 damage to one creature you hit with an
attack if you have advantage on the attack roll. The attack must use a finesse or ranged
weapon. You don’t need advantage on the attack if another enemy of your target is within 5 ft.
of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the roll.

Thieves’ cant: You know the secret language of thieves.

Cunning Action: You can take a bonus action instead of a full action on each of your turns in
combat to Dash, Disengage or Hide.

Uncanny Dodge: When an attacker that you can see, hits you with an attack, you can use your
reaction to half the damage against you.

Roguish Archetype: SWASHBUCLER:

Fancy Footwork: During your turn, if you make a melee attack against a creature, that
creature can’t make opportunity attacks against you for the rest of your turn.

Rakish Audacity: You can give yourself a bonus to your initiative rolls equal to your CHA
mod. You also gain an additional way to use your Sneak Attack; you can use it even if you don’t
have advantage, and no one is within 5 ft. of you as long as YOU are within 5 ft. of your target
and don’t have disadvantage on the attack roll.

INTERESTING MAGIC ITEMS:

Amulet of Health: it bumps your CON to 19 // Cloak of displacement (att): attack rolls against
you have disadvantage. If you take damage, attacks against you are normal until the start of
your next turn. // Luck stone: +1 on all saves and skill checks. // Eversmoking Bottle. //
immovable rod // instrument of the bards // portable hole // Ring of protection (att)

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