Profile
Name | Journey, aka Jay | Alignment | Neutral Good |
Class | Bard | Race | Tiefling |
Background | Charming Fool | Level | 3 |
Gender | ??? | Pronouns | any |
Journey, often nicknamed Jay, was born in Wheosal on the 48th of Sunbloom, which fell on an Emberday. This was almost considered an omen of their relaxed, laidback, and charismatic personality growing up. They’re 26 years old. They have a lovely family, who have raised them in a small village near a river that flows out into the ocean on the Nothern coast of the country. Everyone knows everyone in the village, and it’s like a big family of aunts and uncles and auncles and more. Jay’s immediate family consists of their parent, their mom, their older sister, and their little brother.
Their parents met when they were young, and it was love at first sight. Their mother, Maryis, was a traveling bard much like them, and they met when she passed by the town Valrai, their parent, was studying in. Before Jay set off on their own travels, Valrai made Jay their reinforced steel guitar, handing it to them with a smile and a word of advice: “It doubles as a bludgeonin’ weapon, darlin’. You’ll never be in danger with this, one way or another.”
Their older sister, Zarali, is seven years older than Jay. She has a deep connection to everything related to nature, which she passed on to them when they were very young. She’s a druid and part of The Forest Guardians. Despite her busy life, she often visits the village, tending to all of the nature surrounding it and using her knowledge of the plants and animals in the region to help the people who might need it.
Their younger brother, Kamir, is only 10 years old. Jay loves him dearly, and has been making note of stories to tell him when they visit home, as well as gathering little presents for him. He’s a shy but playful little tiefling, really energetic once you get him out of his shell. He loves being carried by Jay, and loves to listen to music, either played by his mom or by Jay themselves.
PERSONALITY
A cheerful and happy-go-lucky traveler, Jay might come across as charming but rather... unintelligent at a first glance. This assessment wouldn't be completely wrong: they are definitely not the brightest lantern in the tavern, but they make up for it with their enthusiastic and caring attitude, a surprisingly sharp sense of humor and some occassional insightfulness.
IDEALS
Jay has a deep love for nature, ever since they were a young child. They have little understanding of politics, but they still find themselves wishing that people could just be happy and live in harmony with the world around them. They take things easy, one step at a time, and enjoy the journey as much as the destination. Most of all, they value freedom.
BONDS
The most important people to Jay are their family and everyone who lives in their tiny village. Their parent, mom, big sister and little brother have always been their biggest supporters, and they make sure to keep them all updated on their adventures.
FLAWS
They are not a particularly smart person by any means. This often leads to them being easy to fool; gullible. This almost landed them in trouble several times, but they managed to charmed their way out of it without even realizing that they were in danger in the first place. They can also be rather absent-minded.
Proficiency Bonus | +2 | Passive Wisdom | 13 |
Speed | 30 ft. | Armour Class | 12 |
Hit Points | 24 | Temporary Hit Points | N/A |
Hit Dice | 3d8 | Inspiration | +0 |
STRENGTH
+1
13
- +1 Saving Throw
- +2 Athletics
DEXTERITY
+1
12
- +3 Saving Throw
- +2 Acrobatics
- +2 Sleight of Hand
- +2 Stealth
CONSTITUTION
+2
14
- +2 Saving Throw
INTELLIGENCE
+1
12
- +1 Saving Throw
- +2 Arcana
- +3 History
- +3 Investigation
- +5 Nature
- +2 Religion
WISDOM
+2
15
- +2 Saving Throw
- +4 Animal Handling
- +3 Insight
- +3 Medicine
- +4 Perception
- +4 Survival
CHARISMA
+3
17
- +5 Saving Throw
- +4 Deception
- +4 Intimidation
- +7 Performance
- +5 Persuasion
PROFICIENCIES |
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Armour |
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Weapons |
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Other |
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Darkvision
Thanks to their infernal heritage, they have superior vision in dark and dim conditions. They can see in dim light within 60 feet of them as if it were bright light, and in darkness as if it were dim light. They can’t discern color in darkness, only shades of gray.
Hellish Resistance
They have resistance to fire damage.
Infernal Legacy
They know the thaumaturgy cantrip. They can also cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when they finish a long rest. When they reach 5th level, will be able to cast the darkness spell once with this trait and regain the ability to do so when they finish a long rest. Charisma is their spellcasting ability for these spells.
Trait Name
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Trait Name
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ATTACKS
Unarmed strike | +3 | 2 |
Dagger | +3 | 1d4 +1 |
Sling | +3 | 1d4 +1 |
Guitar slam | +0 | XdX X |
Aside from being able to defend themselves with weapons, Jay has developed their own way of staying armed even when no weapons are within reach: they simply grab their solid reinforced steel guitar and swing it at their attackers.
SPELLCASTING
SPELLCASTING CLASS
Bard
SPELLCASTING ABILITY
CHA (i think)
SPELL SAVE DC
13
SPELLCASTING BONUS
?
CANTRIPS
Mage Hand
Thaumaturgy
Vicious Mockery
LEVEL 1 SPELLS
SLOTS 4
Healing Word
Hideous Laughter
Speak with Animals
LEVEL 2 SPELLS
SLOTS 2
Calm Emotions
Detect Thoughts
Healing Word
Hellish Rebuke
Knock
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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