Profile
Name | Florent Veil | Alignment | LN |
Class | Bard | Race | Brightmaid |
Background | Noble | Level | 4 |
Gender | Male | Pronouns | He/They |
Wouldn't you like to know his backstory lol
PERSONALITY
I am a charming individual and I love showing that fact about myself off to everyone I meet!.
IDEALS
There is pride in my family's name and what we have done for this country.
BONDS
I care a lot about my family and the land we reside in, as well as caring lots for my siblings.
FLAWS
I act the way I do to get what I want, but I am not always geniuene.
Proficiency Bonus | +2 | Passive Wisdom | 11 |
Speed | 30 | Armour Class | 12 |
Hit Points | 29 | Temporary Hit Points | 00 |
Hit Dice | 1d8 | Inspiration | +0 |
STRENGTH
+0
10
- +0 Saving Throw
- +0 Athletics
DEXTERITY
+1
12
- +3 Saving Throw
- +1 Acrobatics
- +1 Slight of Hand
- +1 Stealth
CONSTITUTION
+1
12
- +1 Saving Throw
INTELLIGENCE
-1
09
- -1 Saving Throw
- -1 Arcana
- +1 History
- -1 Investigation
- -1 Nature
- -1 Religion
WISDOM
+1
12
- +1 Saving Throw
- +1 Animal Handling
- +1 Insight
- +1 Medicine
- +3 Perception
- +1 Survival
CHARISMA
+5
20
- +7 Saving Throw
- +7 Deception
- +5 Intimidation
- +7 Performance
- +7 Persuasion
PROFICIENCIES |
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Jack of All Trades
Starting at 2nd Level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.
Bardic Inspiration
You can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th Level, a d10 at 10th level, and a d12 at 15th level.
Song of Rest
Beginning at 2nd Level, you can 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 1d6 Hit Points.
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Mantle of Inspiration
When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.
As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.
Enthralling Performance
Starting at 3rd level, you can charge your performance with seductive, fey magic.
If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
If a target succeeds on its saving throw, the target has no hint that you tried to charm it.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Gallop
You can gain the benefits of the Dash action when you take another action. Once you use this feature once, you can't use it again until you finish a short or long rest.
Ethereal Appearance
Your appearance and natural charisma benefit you in social situations. You have proficiency in the Persuasion skill.
Unicorn's Gift
You know the druidcraft cantrip. When you reach 3rd level, you can cast the calm emotions spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
ATTACKS
Rapier | +3 | 1d8 +1 |
Dagger | +3 | 1d4 +1 |
Horn | +2 | 1d4 -1 |
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SPELLCASTING
SPELLCASTING CLASS
BARD
SPELLCASTING ABILITY
CHA
SPELL SAVE DC
15
SPELLCASTING BONUS
+7
0 CANTRIPS
Friends
Vicious Mockery
Prestidigitation
Druidcraft
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LEVEL 1 SPELLS
SLOTS 4
Cure Wounds
Detect Magic
Fairy Fire
Tasha's Hideous Laughter
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LEVEL 2 SPELLS
SLOTS 3
Crown of Madness
Zone of Truth
Heat Metal
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LEVEL 3 SPELLS
SLOTS 0
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LEVEL 4 SPELLS
SLOTS 0
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LEVEL 5 SPELLS
SLOTS 0
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LEVEL 6 SPELLS
SLOTS 0
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LEVEL 7 SPELLS
SLOTS 0
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LEVEL 8 SPELLS
SLOTS 0
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LEVEL 9 SPELLS
SLOTS 0
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