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Plunker Twang

Bard 7 Class & Level
Entertainer Background
Kenku Race
Chaotic Neutral Alignment

Strength 12
+1
Dexterity 20
+5
constitution 12
+1
intelligence 12
+1
wisdom 12
+1
charisma 18
+4
Total Hit Dice 8
Hit Die 1d8+1
3 proficiency bonus
14 Passive perception
1 Strength
8 Dexterity
1 Constitution
1 Intelligence
1 Wisdom
7 Charisma
saving throws
13 Acrobatics
4 Animal Handling
2 Arcana
2 Athletics
7 Deception
2 History
4 Insight
7 Intimidation
2 Investigation
2 Medicine
4 Nature
4 Perception
10 Performance
7 Persuasion
2 Religion
6 Sleight of Hands
8 Stealth
2 Survival
skills
18
AC
60
Hit Points
6
Initiative
30
Speed

Armor: Light


Weapons: Simple, Hand Crossbows, Longswords, Rapiers, Shortswords


Tools: All Insturments, Disguise Kit


Languages: Common, Auran; can only speak using Mimicry


Max Hit Points: 60


Proficiencies
NameBonusDamageTypeRange
Dagger d20+8 d4+5 PiercingMelee; 20/60
Rapier d20+8 d8+5 PiercingMelee
Hand Crossbow d20+8 d6+5 Piercing30/120
Rainbow Throwing Knife d20+9 d4+6 PiercingMelee; 20/60
Sun Sword d20+10 d8+7 / d10+7 RadiantMelee
Attacks

Attack Bonus: d20+8


Spell Save DC: 16


Cantrips Known: 3


Spells Known: 10


1st Level Slots: 4/4


2nd Level Slots: 3/3


3rd Level Slots: 3/3


4th Level Slots: 2/2


Cantrips: Mage Hand, Vicious Mockery, Mending


1st Level Spells: Charm Person, Cure Wounds, Feather Fall, Hideous Laughter, Thunderwave


2nd Level Spells: Shatter, Knock


3rd Level Spells: Fear, Hypnotic Pattern, Tongues


4th Level Spells: Polymorph


Spellcasting

Weapons


- Rapier


- Dagger


- Hand Crossbow


- Rainbow Throwing Knives (5)


- Sword of Life Stealing


- Sun Blade



Armor


- Glamoured Studded Leather



Instruments


- Banjo


- Dulcimer


- Lyre


- Magic Banjo 1/1; 3/3



Magic Items


- Acrobatic Boots


- Potions of Healing (2)


- Pocket Dimension Naughty Toy Dungeon™


- Bag of Holding


- Bag of Tricks (Tan) 3/3


- Chime of Opening 9/10


- Cape of the Mountebank 1/1


- Necklace of the Light


- Wand of Fireballs (7/7)



Misc.


- Backpack


- Bedroll


- Costumes (3)


- Candles (5)


- Rations (5)


- Waterskin


- Disguise Kit


- Fancy Green Feather


- Ruby (25 gp)


- Jade (50 gp)


- Diamond (100 gp)


- Diamond (150 gp)


- Emerald (1000gp)


- Fire Opal (2) (1000gp)



Money


- 8,520 gp


- 6,000 pp


Equipment
Gay™, a huge flirt, cocky, impulsive, slightly apathetic
Personality Traits
get cool stuff and live to enjoy it
Ideals
himself
Bonds
too cocky, blunt, doesn't think through everything, selfish, afraid to get close to people
Flaws

Kenku Features


Expert Forgery. You can duplicate other creatures' handwriting/craftwork, with advantage on checks to produce forgeries/duplicates of existing objects.


Kenku Training. You are proficient in Acrobatics and Stealth.


Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Insight check opposed by your Deception check.



Bard Features


Bardic Inspiration. You can inspire others through stirring words/music. You can use a bonus action to choose one creature other than yourself within 60 feet who can hear you. That creature gains your bardic inspiration die ( d8 ), and once within the next 10 minutes, the creature can roll the die and add the roll to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20, but must use the inspiration before the DM says whether the roll succeeds/fails. Once the bardic inspiration die is rolled, it is lost. A creature can only have die at a time. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain any expended uses when you finish a short or long rest. 3/3


Jack of All Trades. You add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.


Song of Rest. You use soothing music/oration to help revitalize wounded allies during a short rest. If you or any friendly creatures who can hear you regain hit points by spending hit dice at the end of a short rest, each of those creatures regains an extra d6 hp.


Sonic Blast. As an action, you play a harsh, violent note on an instrument. Choose a target within 120 ft OR fire in a 60 ft line, and those targets must make a Constitution saving throw. On a failed save, the targets take 3d6 + CHA thunder damage, and half on a successful save. Additionally, you gain advantage on any skill checks made to identify or discern the source of a sound.


Expertise. Acrobatics and Performance have double proficiency.


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 ft 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).


Bewitching Music. You gain advantage on a single Deception or Persuasion check against any creature who has heard you play your instrument for at least one minute, and no longer than one minute after you have stopped playing. This is not a magical effect.



Feats


Skilled. You are proficient in Animal Handling, Intimidation, and Perception.



Entertainer Feature


By Popular Demand. You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), 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.


Features & Traits

Created by

umbreonic.

Statblock Type

Character Sheet (2018)

Link/Embed