Kohemi6 Merged

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Yuan-ti Pureblood criminal

BARD
Kohemi RACE BACKGROUND

chaotic good
CHARACTER NAME ALIGNMENT EXPERIENCE POINTS 6 College of Swords
BARD COLLEGE
LEVEL

+3 PROFICIENCY PASSIVE
PERCEPTION 14 AC INITIATIVE SPEED
BARDIC INSPIRATION
1
You can inspire others through stirring words or music. As a

15 +3 30
bonus action on your turn choose one creature other than yourself
within 60 feet of you who can hear you. That creature gains one Bardic

7 14
PASSIVE Inspiration die. Once within the next 10 minutes, the creature can roll
INSPIRATION the die and add the number rolled to one ability check, attack roll, or
INSIGHT
saving throw it makes. You regain any expended uses of Bardic
Inspiration when you finish a long rest.
51 Hit Point
Maximum
Temporary
Hit Points At 5th level you regain all of your expended uses of Bardic Inspiration
STRENGTH when you finish a short or long rest.
0 SAVING THROWS

10
0 ATHLETICS LEVEL
SONG OF REST
2
You can use soothing music or oration to help revitalize your wounded
0 allies during a short rest. If you or any friendly creatures who can hear
your performance regain hit points at the end of
HIT DICE DEATH SAVES the short rest, each of those creatures regains an extra 1d6 hit points.

DEXTERITY Used Total


◆ +6 SAVING THROWS SUCCESSES The hit points regained increases to 1d8 at 9th level, to 1d10 at 13th

7
level, and to 1d12 at 17th level.

16
● +9 ACROBATICS
FAILURES
● +6 SLEIGHT OF HAND d8 LEVEL

● +6 STEALTH BARD COLLEGE FEATURE


3
+3 NAME ATK BONUS DAMAGE/TYPE
Fighting Style: Dueling. When wielding a melee weapon in 1
hand and no other weapons, gain a +2 bonus to damage rolls.
Whenever you take the Attack action, your walking speed
scimitar +6 1d6+3+2 slash increases +10ft until the end of the turn, and if a weapon attack
CONSTITUTION +2 SAVING THROWS that you make as part of this action hits, you can use one of the
rapier +6 1d8+3+2 slash
15
Blade Flourish options.

hand crossbow +6 1d6+3+2 (30/120) LEVEL

+2
COUNTERCHARM
6
As an action, you can start a performance that lasts until the
SPELL SPELL end of your next turn. During that time, you and any friendly
BARDIC INSPIRATION
ATTACK BONUS SAVE DC creatures within 30 feet of you have advantage on saving throws
INTELLIGENCE +2 SAVING THROWS Used Total against being frightened or charmed. A creature must be able to hear

14
+3 you to gain this benefit. The performance ends early if you are

5
ARCANA
+3
+3
HISTORY
INVESTIGATION
+8 16 d8
incapacitated or silenced or if you voluntarily end it (no action
required).
DIE

+2
+3 NATURE LEVEL

+3 RELIGION CANTRIPS KNOWN SPELLS KNOWN SONG OF REST


BARD COLLEGE FEATURE
6
Extra Attack
WISDOM +1 SAVING THROWS
3 9 1d6 Starting at 6th level, you can attack
12
+2 ANIMAL HANDLING
+2 INSIGHT twice, instead of once, whenever you
+2 MEDICINE take the Attack action on your turn.
+1 +2
+2
PERCEPTION
SURVIVAL NAME
FAVOURITE SPELLS
RANGE CASTING TIME SAVE LEVEL

C
BARD COLLEGE FEATURE
14
CHARISMA ◆ +8 SAVING THROWS

20
● +8 DECEPTION
+6 INTIMIDATION
● +11 PERFORMANCE
C
+5 +6 PERSUASION

LEVEL
SUPERIOR INSPIRATION
20
RACIAL TRAITS C When you roll initiative and have no uses of Bardic Inspiration
left, you regain one use.
+dark vision
+magic resistance (spells, magical effects, advantage on saving
throws) Level R CANTRIPS & SPELLS KNOWN
+poison immunity (damage & condition) C C poison spray
Kohemi's Essence Shard. (1/day) As an action you create a 1 animal friendship (sneks)
wave of water that bursts out from you in a 10-foot radius.
1 suggestion (sneks)
Each creature in that area takes 2d6 cold damage and must
succeed on a Strength saving throw against your spell save DC
or be pushed 10 feet away from you and fall prone. C

PROFICIENCIES LANGUAGES
LIGHT
ARMOUR
SIMPLE
WEAPONS common, abyssal, SPELL SLOTS
● ●
draconic 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
MEDIUM MARTIAL
ARMOUR WEAPONS
TOOLS & OTHER PROFICIENCIES ● ● ● ●

+ hand crossbows, longswords, rapiers, short swords, scimitar ● ● ●
HEAVY + 3 instruments (flute, lyre, drum)
ARMOUR
SHIELDS + arcane focus (dagger) ● ● ●
+ 1 gaming set (cards)
+ jack of all trades ●
16 155 cm 43 kg scales!

yellow olive green light blond -

Proficiencies: Deception, Stealth


Tool Proficiencies: cards, thieves' tools
Equipment: A crowbar, a set of dark common
clothes including a hood
Feature: Criminal Contact (Love)
You have a reliable and trustworthy contact who
acts as your liaison to a network of other
criminals. You know how to get messages
to/from your contact, even over great distances;
you know the local messengers, corrupt caravan
masters, and seedy sailors who can deliver
messages for you.
Specialty: Pickpocket

Blade Flourish options:


hat of disguise + rapier, scimitar, 5 daggers (+6,
1d4+3+2), whip (+6, 1d4+3+2, 10ft)
Defensive Flourish. You can expend + entertainer's pack
one use of your Bardic Inspiration to + studded leather armor
deal extra damage. The + crowbar
+ set of dark common clothes
damage=number you roll on the golden arm bands + an empty silver snuff box bearing
Bardic Inspiration die. You also add an inscription on the surface that says
the number rolled to your AC until “dreams’’
+ a little bell
the start of your next turn. + a bucket
+ 40 caltrops
Mobile Flourish. You can expend + a flask
one use of your Bardic Inspiration to + ink bottle
225 + soap
deal extra damage. The + 1000 ball bearings
damage=number you roll on the + bottle of absinth
Bardic Inspiration die. You can also + painter's set
Marvelous Pigments + climber's kit
push the target up to 5ft away from + healer's kit (Bandages, salves,
They allow creating 3D objects by painting
you, plus a number of ft equal to splints. The kit has ten uses. As an
them in two dimensions.
the number you roll on that die. You action, you can expend one use of the
Alchemy Jug kit to stabilize a creature that has 0 hit
can then immediately use your points, without needing to make a
reaction to move up to your walking Use an action, name 1 liquid from the table to cause the jug to
produce it. Afterward, you can uncork the jug as an action and Wisdom (Medicine) check)
speed to an unoccupied space pour that liquid out, up to 2 gallons/min. + [piewnik Gloriana de Gass
within 5ft of the target. + sztylet z ksi |ycowej skaBy
+ Golden Grin coin
+ bag of holding
Slashing Flourish. You can expend + wild powder
one use of your Bardic Inspiration to + the nitpicker
+ paint balloons
deal extra damage to target & any + golden arm bands
other creature of your choice you + green glitter
can see within 5 feet of you. The + chocolate coins
+ fake spider
damage equals the number you roll + wilting sword
on the Bardic Inspiration die.

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