Ethan
+2: Animal Handl. (Wis)
+1: Arcana (Int)
+3: Athletics (Str)
+11: Deception (Cha)*
+1: History (Int)
+4: Insight (Wis)
+7: Intimidation (Cha)
+1: Investigation (Int)
+1: Nature (Int)
+4: Perception (Wis)
+5: Performance (Cha)
+5: Persuasion (Cha)
+1: Religion (Int)
+7: Sleight of Hand (Dex)
+7: Stealth (Dex)
+2: Survival (Wis)
Light armor, Simple Weapons, Shortsword, Longsword, Rapier, Hand Crossbow, Dice set, Lute, Flute, Horn
Languages:
Common, Halfling, Elven
Ritual Casting:
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
Bardic Inspiration:
- Bardic Inspiration die: d8
- Uses per Long rest: 3
Use a Bonus Action to choose someone other than yourself within 60 feet of you who can hear you. The target gains one Bardic Inspiration die. Once within the 10 minutes after when it rolls a d20 (ability check, attack roll or saving throw) and before the DM says it's a success or not, it can decide to use the Bardic Inspiration die and add it to the result.
By Popular Demand (Weapon-Artist):
You can always find a place to show your weapon tricks, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. You receive free lodging and food of a modest or comfortable standard, as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Jack of All Trades:
Add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.
Song of Rest:
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 by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d8 Hit Points.
Font of Inspiration:
You regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
Countercharm:
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 if you are incapacitated or silenced or if you voluntarily end it (no action required).
You are exceptionally speedy and agile. You gain the following benefits:
- Your speed increases by 10 feet.
- When you use the Dash action, difficult terrain doesn't cost extra movement on that turn.
- When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
- Standard Action: Attack action | Cantrip | Spell | Dodge | Help | Ready | Shove | Dash
- Bonus Action: Offhand attack (if I did Attack action) | Healing Word | Bardic Inspiration
- Move Action: Move
- Reaction (Attack of Opportunity): Melee attack
Proficiency with medium armor and the scimitar. You can use a simpel/martial melee weapon as spellcasting focus for your bard spells.
Fighting Style: Two-Weapon Fighting:
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Blade Flourish:
When you take the Attack action, your walking speed increases by 10 feet until the end of the turn. If a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options (max 1 per turn).
- Defensive Flourish. Expend one use of your Bardic Inspiration to cause the weapon to deal extra damage (equal to Bardic Inspiration die roll) to the target you hit. Also add the number rolled to your AC until the start of your next turn.
- Slashing Flourish. Expend one use of your Bardic Inspiration to cause the weapon to deal extra damage (equal to Bardic Inspiration die roll) to the target you hit. Also do "Inspiration die" damage any other creature of your choice that you can see within 5 feet of you.
- Mobile Flourish. Expend one use of your Bardic Inspiration to cause the weapon to deal extra damage (equal to Bardic Inspiration die roll) to the target you hit. You can also push the target up to 5 (+Inspiration die) feet away from you. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
Extra Attack:
You can attack twice, instead of once, whenever you take the Attack action on your turn.
I love a good insult, even one directed at me.
Ideals: I like seeing the smiles on people's faces when I perform. That's all that matters.
Bonds: My swords are like persons to me. Each one has a name.
Flaws: I have a crippling addiction to gambling.
- Freckles: Tabaxi Sorcerer, Wild Magic (Ferry)
- Lerea: Goliath Barbarian, Totem Warrior (Stijn)
- Urdic: Dragonborn Paladin, Oath of Devotion (Jake)
- Pine: Halfling Rogue, Scout (Jeroen)
- Nibless: Half-Elf Warlock, The Fiend (Mark)
Dagger
Studded Leather Armor
Traveler's clothes
Explorer's pack (Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 Days Rations, Waterskin, 50' Hemp Rope)
Lute, Flute & Horn (Musical Instruments)
Tent
Dice set
Two-headed coin
Steel mirror
Dagger of Venom (Black Iris)
Spells
Level 0 - Cantrips
Spell Name | School | Cast time | Range | Comp. | Duration | Description | |
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Message | trans | action | 120 feet | V, S, M | 1 round | You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings. |
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Prestidigitation | trans | action | 10 Feet | V, S | 1 hour | This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
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Vicious Mockery | ench | action | 60 feet | V | Instantaneous | You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. Level 5-10: 2d4, etc |
Level 1 - 4 Spell Slot(s)
Spell Name | School | Cast time | Range | Comp. | Duration | Description | |
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Bane | ench | action | 30 feet | V, S, M | Conc (1 min) | Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. +1 target/lvl | |
Dissonant Whispers | ench | action | 60 feet | V | Instantaneous | You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save. +1d6/lvl | |
Feather Fall | trans | reaction | 60 feet | V, M | 1 minute | Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. | |
Healing Word | evo | bonus act | 60 feet | V | Instantaneous | A creature of your choice that you can see within range regains hit points equal to 1d4 + 3. This spell has no effect on undead or constructs. +1d4/lvl |
Level 2 - 3 Spell Slot(s)
Spell Name | School | Cast time | Range | Comp. | Duration | Description | |
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Enhance Ability | trans | action | touch | V, S, M | Conc (1 hour) | You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. - Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. - Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. - Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. - Eagle’s Splendor. The target has advantage on Charisma checks. - Fox’s Cunning. The target has advantage on Intelligence checks. - Owl’s Wisdom. The target has advantage on Wisdom checks. +1 target/lvl |
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Heat Metal | trans | 1 action | 60 feet | V, S, M | Conc (1 min) | Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. +1d8/lvl | |
Warding Wind | evoc | action | self (10ft) | V | Conc (10 min) | A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects:
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Level 3 - 3 Spell Slot(s)
Spell Name | School | Cast time | Range | Comp. | Duration | Description | |
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Hypnotic Pattern | illus | 1 action | 120 feet | S, M | Conc (1 min) | You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. |
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Sending | evoc | 1 action | Unlimited | V, S, M | 1 round | You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive. |
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Tiny Hut (Ritual) | evoc | 1 minute | Self | V, S, M | 8 hours | A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. |
Level 4 - 3 Spell Slot(s)
Spell Name | School | Cast time | Range | Comp. | Duration | Description | |
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Dimension Door | conj | 1 action | 500 feet | V | Instantaneous | You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.” You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.. |
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Greater Invisibility | illusion | 1 action | touch | V, S | Conc (1 min) | You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. |
Background story
The younger years
Ethan was born in a small village. But he can't remember that time very well. His parents died when he was very young. He was around 5 years old when a wandering Elven Bard called Bhyrindaar found him and took him in. He taught him a lot about music and the magic that was contained in it. Bhyrindaar told him countless epic stories about heroes and how they fought with their weapons.
When Ethan was 14 years old he found a shortsword. It was a little rusty and it was hidden beneath some Ivy. He learned himself how to use it, since his master Bard wasn't a great sword fighter. His sword meant a lot for him and he called her Ivy, after the place where he found it. He loved swinging the sword around and dancing at the music his master made.
When he left his master
When Ethan was 16 years old he wanted to discover the world on his own. He left his master Bhyrindaar and started to wander around on his own. He noticed that people loved it when he was showing his sword skills. So he practiced and practiced to make a show from it. He got himself 2 more shortswords with the money he earned, Daisy and Holly. He learned to juggle and do other tricks with them while running around and doing acrobatic moves. Using his bardic magic to make the shows even more impressive. But it was also around this time, when he earned enough money with his performances that he often ended up spending it all again in bars and inns. He got addicted to gambling, mostly games of dice. He often lost all of his money this way. This only thing Ethan would never bet on were his swords. They were like persons to him.
In this time he also often got drunk and ended up in bar fights, or challenging someone to a duel to solve a dispute they had. But the smiles on people's faces when he would give a show always got him back on his feet again.
The Last years
The last years let Ethan through some grueling mental and physical trials. He was now member of a certain organisation and was on a boat on his way to Chult. Luckily he was not alone, he was staring over the ocean with Pine, his small friend. He heard stories about a Jungle, but still had no idea what to expect. Let's hope it has some good Inns!