Kornva Daelarin DD 5e

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Dragonborn / Crystal Folk Hero

BARD
Kornva Daelarin RACE BACKGROUND

Chaotic Neutral 900


CHARACTER NAME ALIGNMENT EXPERIENCE POINTS 4 Lore
BARD COLLEGE
LEVEL

+2 PROFICIENCY PASSIVE
PERCEPTION 17 AC INITIATIVE SPEED
BARDIC INSPIRATION
1
You can inspire others through stirring words or music. As a

13 +3 30ft
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

1d6 15
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.
Hit Point Temporary

27
Maximum Hit Points At 5th level you regain all of your expended uses of Bardic Inspiration
STRENGTH when you finish a short or long rest.
-1 SAVING THROWS
16
8
0 ATHLETICS LEVEL
SONG OF REST
2
You can use soothing music or oration to help revitalize your wounded
-1 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


+4 SAVING THROWS SUCCESSES The hit points regained increases to 1d8 at 9th level, to 1d10 at 13th

15
+3
+3
ACROBATICS
SLEIGHT OF HAND d8
3 FAILURES
level, and to 1d12 at 17th level.

LEVEL
+3 STEALTH BARD COLLEGE FEATURE - CUTTING WORDS
3
+2 NAME ATK BONUS DAMAGE/TYPE
You learn how to use your wit to distract, confuse, and otherwise sap the confidence
and competence of others. 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
Breath Weapon 11 (Dex) 1d10 Radiant the number rolled from the creature’s roll.

CONSTITUTION +1 SAVING THROWS You can choose to use this feature after the creature makes its roll, but before the DM

Rapier +4 1d8+2 Piercing


determines whether the attack roll or ability check succeeds or fails, or before the creature

12
deals its damage. The creature is immune if it can’t hear you or if it’s immune to being
charmed.

Dagger +4 1d4+2 Piercing LEVEL

+1
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 4 4
+4 ARCANA you to gain this benefit. The performance ends early if you are

+6 14

+4 incapacitated or silenced or if you voluntarily end it (no action


HISTORY
required).
+3 INVESTIGATION d6 DIE

+2 +3 NATURE LEVEL

+3 RELIGION CANTRIPS KNOWN SPELLS KNOWN SONG OF REST


BARD COLLEGE FEATURE
6
WISDOM +3 SAVING THROWS
3 7 1d6
16
+5 ANIMAL HANDLING
+5 INSIGHT
+4 MEDICINE

+3 +7 PERCEPTION FAVOURITE SPELLS




LEVEL
+5 SURVIVAL NAME RANGE CASTING TIME SAVE
14

BARD COLLEGE FEATURE
C
CHARISMA ◆ +6 SAVING THROWS

19
+5 DECEPTION
+5 INTIMIDATION
● +8 PERFORMANCE
C
+4 +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.
- Breath Weapon (1/2);
- Radiant Damage Resistance; Level R CANTRIPS & SPELLS KNOWN
- Psionic Mind; C C Vicious Mockery

- Gift of the Gem Dragon (1/2) | Str DC C Prestidigitation

C Mage Hand
14; 1 Silvery Barbs

1 Dissonant Whispers
C
1 ● Unseen Servent

1 Detect Magic
PROFICIENCIES LANGUAGES 2 Heat Metal

LIGHT SIMPLE
ARMOUR WEAPONS - Common; SPELL SLOTS
2
2
Shatter

Suggestion
● ●
- Draconic; 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
MEDIUM MARTIAL
ARMOUR WEAPONS TOOLS & OTHER PROFICIENCIES
- Instruments: Bouzouki, Harmonica, Drum; ●
HEAVY
SHIELDS - Vehicles: Horse;
ARMOUR
- Calligrapher;
16 Years Old 1,84 m (Medium) 120 Kg None
Kornva Daelarin (Versado) AGE HEIGHT WEIGHT DISTINGUISHING MARKS

Blue White Iridiscent Scales None None


CHARACTER NAME EYES SKIN HAIR SCARS

PERSONALITY TRAITS BACKGROUND


- Agitated and hyperactive, rarely appears discouraged;
- Values the truth, since he believes that words have
power;

IDEALS

- Freedom: People should be


encouraged to follow their inherent
dreams;
BONDS

- Loyal, respectful and grateful for the Kornva clan.


Wish to comeback someday with plenty of epic stories
to tell;
ALLIES ENEMIES

FLAWS - Kornva Clan; - Wyverns;


- Truly honest, avoid lies at all - Afonso
cost; Notabreve;
CHARACTER APPEARANCE

ADDITIONAL FEATURES & TRAITS EQUIPMENT Attuned


BACKPACK/STORAGE
HEAD
- Don't give up easy on LIMIT: 29/120 lb
AMULET
something;
CLOAK
- Appreciate people devoted to - Common Clothes (3 lb)
Leather
mastery some sort of skill; ARMOUR
- Leather Armor (10 lb)
- Who knows the words, have the HANDS/ARMS - Dagger (1 lb)
power. Therefore, never tells his RING - Bouzouki (2 lb) | Confiscado
clan name to anyone who he RING - Bag of Holding (19 lb)
doesn't trust; BELT - Rapier (2 lb)
BOOTS - Bedroll (2 lb)
- 2 Costumes (8 lb)
500
- 3 Candles ( - )
CP SP EP GP PP
- 5 Days of Rations (10 lb)
MAGIC ITEMS
Attuned
- Waterskin (5 lb)
Name
- Disguise Kit (3 lb)
- Shovel (5 lb)
Attuned
- Iron Pot (10 lb)
Name
- Calligrapher's Supplies (5 lb)
- Pouch (1 lb)
Attuned
- Drum (3 lb)
Name
- Droconic Amulet (1 lb)

- LIMIT: 51/500 lb
Attuned
Name

Attuned
Name

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