Derpy Dragon

Bokkun

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Created
5 years, 3 months ago
Creator
Bokkun
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Profile


DERPY 

DRAGON




 
  Kobold

 Race
Small

Size
2'8" / 81.3 cm

Height
45 lbs. / 20.4 kg

Weight
  Bard (College of Glamour) lv. 14

 Class/Level
17

Age
Female

Gender
Lawful Good

Alignment








Strength
+1
12








Dexterity
+5
20








Constitution
+5
20








Intelligence
-2
7








Wisdom
-2
6








Charisma
-3
4









EXP
0








GP
0








SP
0








PP
0








CP
0








EP
0








0
Inspiration








+5
Proficiency Bonus








  • + 6STR
  • +10DEX
  • + 5CON
  • - 2INT
  • - 2WIS
  • + 2CHA
Saving Throw Bonuses








+5
Initiative








1
Attacks/
Action








Walking Speed
35 ft.
Speed








Level
14
Used
d8
Die
20
Hit Dice








  • + 5 Acrobatics
  • + 8 Animal Handling
  • - 2 Arcana
  • +11 Athletics
  • - 3 Deception
  • + 8 History
  • - 2 Insight
  • - 3 Intimidation
  • - 2 Investigation
  • - 2 Medicine
  • - 2 Nature
  • + 8Perception
  • - 3 Performance
  • + 2Persuasion
  • - 2 Religion
  • + 5 Sleight of Hand
  • + 5 Stealth
  • - 2 Survival
Skills








Armor Class
16








Maximum Hit Points
141








Current Hit Points
141








Temporary Hit Points
0








Death Saves
0/0








Attack NameProf. AbilityRangeTo HitDamageDamage Type
Sparkly Shortbow
Dex
80/320 ft.
+10
1d6
Pierce
We can still be friends from a distance.
Derpy fires an arrow at an unfriended target.
Attack Name

RangeTo HitDamageDamage Type
Delayed Friendship Club
Str
--
+6
1d4
Bludgeoning
For knocking people out when they aren't ready to be friends.
Derpy clonks the unfriended target with a club
Attack NameProf. AbilityRangeTo HitDamageDamage Type
Dagger
Dex
20/60 thrown
+10
5 + 1d4
Pierce
For people who REALLY don't wanna be friends.
Derpy stabs an unfriended target or hurls a dagger at range.
Attacks








Spell NameProf. Ability
RangeComp.
Level
Setup & Duration
Mage Hand
N/A
30 ft.
V, S
Cantrip
1 Act; 1 Minute
DC19 Wisdom saved or feel dick-smalled. 4d4 psychic damage and disadvantage on a failed save.
You use your action to create a spectral, floating hand at a point you choose. Once made, you can use your action to control the hand. It can move up to 30 feet at a time, but can't be more than 30 feet away from  you or it will vanish. The hand is able to manipulate objects, open an unlocked door or container, put away or get an item out of an open  container, or pour out a vial's contents. It can't attack, activate  magic items, or carry more than 10 pounds. You use an action to dismiss the hand before the end of the duration.
Spell NameProf. AbilityRangeComp.
Level
Setup & Duration
Friends
N/A
Self
S, M
Cantrip
1 Act; Concentration up to 1 minute
Components are make-up applied to the face. Advantage on Charisma checks towards target.
Using your action, choose a creature you can see that isn't hostile toward you. You gain advantage on Charisma checks toward it for the duration. When the spell ends, the creature realizes you used magic on it and becomes hostile, possibly attacking or getting other payback.
Spell NameProf. Ability
RangeComp.
Level
Setup & Duration
Prestidigitation
N/A
10 ft
V, S
Cantrip
1 Act; Instant
Really small but kind of cool magic tricks.
This spell is a minor magical trick that novice spellcasters use for  practice. You create one of the following magical effects within range:
  • You create an instantaneous, harmless sensory effect, such as a  shower of sparks, a puff of wind, faint musical notes, or an odd odor.  You instantaneously light or snuff out a candle, a torch, or a small  campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  • At your DM's discretion, you may produce other effects with a similar level of power.
If you cast this spell multiple times, you can have up to three of  its non-instantaneous effects active at a time, and you can dismiss such  an effect as an action.

Spell NameProf. AbilityRangeComp.
Level
Setup & Duration
Thunderclap
N/A
Self (5 ft. radius)
S
Cantrip
1 Act; Instant
Clap away the bad vibes!
Each creature in range besides you must pass a Constitution save or take 1d6 thunder damage. Thunder can be heard up to 100 feet away.
The damage increases by 1d6 when you reach 5th, 11th, and 17th level.


Spell NameProf. Ability
RangeComp.
Level
Setup & Duration
Speak with Animals
Cha
Self
V, S
1
1 Act; 10 Minutes
"~If I could talk to the animals, just imagine it, chattin' with a chimp in chimpanzee~"
Although limited by the intelligence of the beast,  you can understand and speak with beasts. You learn about the beast's  experiences over the last day, as well as local places and creatures.
If your DM allows, the beast may also complete a small task for you, if you can successfully convince it to do so.

Spell NameProf. AbilityRangeComp.
Level
Setup & Duration
Sleep
Wis
90 ft.
V, S, M
1 +0
1 Act; 1 Minute
Shhhhh~  Sleep, so we won't have to fight anymore.
Roll 5d8; the total is how many hit points of creatures this spell  can affect. Creatures within 20 feet of a point you choose are affected  in order of their current hit points.
Starting at the creature with the lowest current hit points, each creature affected by this spell falls unconscious. If the spell ends, the sleeper takes damage, or someone uses an action wake the sleeper, they are awoken.
Subtract each creature's hit points from the total before moving  on to the creature with the next lowest hit points. A creature's hit  points must be equal to or less than the remaining total for that  creature to be affected.
Unconscious creatures, undead, and creatures immune to being charmed aren't affected by this spell.
At Higher Levels: Roll an additional 2d8 for each slot level above 1st.

Spell NameProf. AbilityRangeComp.
Level
Setup & Duration
Healing Word
Wis
60 ft.
VS
1 +0
1 Bonus Act; Instant
I won't let my friends die!
A creature you can see regains hit points equal to 1d4 + your spellcasting ability  modifier. This spell has no effect on undead or constructs.
At Higher Levels: The healing increases by 1d4 for each slot level above 1st.

SPELLS








  • Class bonus: None.
  • Languages: Understands, speaks, and writes in Common, Elvish, and Draconic.     
  • Weapon Proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Armor Proficiencies: light armour.
  • Tool Proficiencies: cowbell, recorder, violin.
  • Spell Slots: Four cantrips, four 1st, three 2nd, three 3rd, three 4th, two 5th, one 6th, and one 7th.
  • Available Spell Slots: ^
  • Spellcasting DC: 10
  • Idiot Savant 
    • Once per day you can replace a single intelligence or wisdom roll with a nat 20
  • Position of Privilege: (Background: Noble) 
    • Thanks to your noble birth, people are inclined to think the best of  you. You are welcome in high society, and people assume you have the  right to be wherever you are. The common folk and merchants make every  effort to accommodate you and avoid your displeasure, and other people  of high birth treat you as a member of the same social sphere. You can  secure an audience with a local noble if you need to.
  •  Resilient (Strength):
    • Choose one ability score. You gain the following benefits:
      • Increase the chosen ability score by 1, to a maximum of 20.
      • You gain proficiency in saving throws using the chosen ability.
  • Squat Nimbleness:
    • You are uncommonly nimble for your race. You gain the following benefits:
      •  Increase your Strength or Dexterity score by 1, to a maximum of 20.
      •  Increase your walking speed by 5 feet.
      •  You gain proficiency in the Acrobatics or Athletics skill (your choice).
      •  You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
  • -
Features








  • Ability Score Increase: Dexterity +2.     
  • Darkvision: You can see in dim light within 60 feet of you as if it were
    bright light, and in Darkness as if it were dim light. You can’t discern
    color in Darkness, only shades of gray.
  •  Grovel, Cower, and Beg:
    • As an action on your turn, you can cower pathetically to distract nearby foes.  Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you.  Once you use this trait, you can't use it again until you finish a short or long rest.
  •  Pack Tactics:
    • You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
  •  Sunlight Sensitivity:
    • You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
  •  -
Traits








  •  1x  Diplomat's Pack [36 lb.]
  •  1x  Sparkly Shortbow [2 lb.]
  •  1x  Delayed Friendship Club[2 lb.]
  •  1x Belt Pouch + 20 Arrows [3 lb.]
  •  1x Dagger [1 lb.]
  •  1x Studded Leather Armour [13 lb.]
  •  1x  Cowbell [2 lb.]
  •  1x  Perfume of Bewitching  [-- lb.]
  •  1x Fine Clothes [6 lb.]
  •  1x  Signet Ring [-- lb.]
  •  1x  Dragonchess Set [.5 lb.]
Inventory








 Inventory weight (+ money): 65.5 lb.
 Total weight: 110.5 lb.









  • -
  • "My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world."
Personality Traits








  • -
  • "Friendship. Every person I meet is a new potential friend, so I should treat them like I would all of my closest buddies. (Good)"
Ideals








  • -
  • "I am in love with the heir of a family that my family despises."
Bonds








  • -
  • "By my words and actions, I often bring shame to my family."
Flaws












18




Passive Wisdom (Perception)



Darkvision: Yes
Senses








Associated Major Arcana: ???
Associated Minor Arcana: ???
Notes