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Created
5 years, 25 days ago
Creator
painted-bees
Favorites
327

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AH!
Bard
Class
Exile
Background
4
Level

Kenku
Race
Chaotic Neutral
Alignment
n/a
Exp. Points
Proficiency Bonus +2
Passive Wisdom 13
Strength

(-1)
8

athletics -1
Dexterity

(+3)
16

acrobatics +7
sleight of hand +5
stealth +4
Constitution

(+2)
14

Intelligence

(0)
10

arcana +1
history +1
investigation +1
nature +1
religion +1
Wisdom

(+1)
12

animal handling +2
insight +2
medicine +2
perception +3
survival +3
Charisma

(+3)
16

deception +7
intimidation +4
performance +5
persuasion +5
Other Proficiencies

Languages
  • Auran
  • Common
  • Kraul
Weapons
  • Crossbow
  • Hand
  • Longsword
  • Shortsword
  • Rapier
  • Simple Weapons
Armor
  • Light Armor
  • Medium Armor
  • Shields
Other
Tool proficiencies

Forgery Kit, Horn, Lute, Lyre

HP

24
Temp HP

0
Hit Dice

3
Armor Class

14
Speed

30
Initiative

+4
Attacks & Spellcasting

Bird Punch +5 Melee Attack (piercing)
Dagger +5 Melee Attack (piercing)
Sling +5 Ranged Attack (bludgeoning)

Friends (cantrip)
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.
Mage Hand (cantrip)
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
Vicious Mockery (cantrip)
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.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Bane (1st)
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.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Cure Wounds (1st)
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Dissonant Whispers (1st)
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.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Healing Word (1st)
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Calm Emotions (2nd)
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.
Knock (1st)
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
Inventory

Weapons
  • Dagger
  • Sling
Armor & Clothing
  • Leather
  • Clothes, costume
  • Clothes, traveller's
Food & Aid
  • Rations (1 day)
  • Waterskin
  • Potion
Misc
  • Backpack
  • Bedroll
  • Candle
  • Disguise Kit
  • Forgery Kit
  • Fishing tackle
  • Lute
  • Pouch
Treasures
--

--

Currency

0
CP
0
SP
0
EP
0
GP
0
PP
Personality Traits

I found this weird leather ball and I call it "Ferdinand". He's my friend.
I mean, rats are OK, but really, the gold is in those crunchy, juicy cockroaches...

Ideals

My real family consists of those whom I can trust and call friend.
You can't take life too seriously because none of us are coming out of it alive!

Bonds

My friends are everything to me.
Family can be found, it's not just blood deep.

Flaws

I love everything about my new home and people! EVERYTHING IS AWESOME!
Everything is edible if you believe hard enough..!

Features & Traits

Expert Forgery
You have advantage on all checks made to produce forgeries or duplicates of existing objects.
Kenku Training
You are proficient in the following skills: Acrobatics, Deception.
Mimicry
You can mimic sounds you have heard. A creature can tell these sounds are imitations with an Insight check opposed by your Deception check.
Spellcasting
You can cast known bard spells using CHA as your spellcasting modifier (Spell DC 12, Spell Attack +4) and known bard spells as rituals if they have the ritual tag. You can use a musical instrument as a spellcasting focus.
Bardic Inspiration
As a bonus action, a creature (other than you) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
Jack of All Trades
You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include it.
Bard College
College of Valor
Expertise
Your proficiency bonus is doubled for any ability check you make with chosen proficiencies (2 at 3rd and 10th level). Acrobatics Deception
Bonus Proficiencies
You gain proficiency with medium armor, shields, and martial arts.
Combat Inspiration
A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll, or, when an attack roll is made against the creature, it can use its reaction to roll the die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.
Song of Rest
During a short rest, friendly creatures who can hear your performance regain additional hit points when they spend Hit Dice based on your level:
[2nd] 1d6, [9th] 1d8, [13th] 1d10, [17th] 1d12
11 y/o
Age
Female
Gender
3'2"
Height
45lbs
Weight

Smol
Build
Danasia
Homeland
Musician
Profession
Excitable, Enthusiastic, Impulsive
Disposition
History

AH! loves music. AH! once met a bard who played music fast and hard and wiggled his legs all suave like.
AH! Wanted to do this, too! AH! Did this, too!
AH!'s flock did not want AH! to do this anymore. AH! did it anyway.
AH! Got kicked out and abandoned for playing music fast and hard and wiggling her legs all suave like.
AH! was sad at first, but soon chanced upon a monastery full of changelings. One changeling gave starving sad AH! some food.
This changeling is now AH!'s BESTEST FRIEND FOREVER!! His name is Sam.
AH! is not sad anymore.
AH! can play music fast and hard and wiggle her legs all suave like and no one tells her not to.
AH! is the best musician ever.
AH! will convince everyone that she is the best musician ever.
AH! will fight anyone who does not agree that she is the best musician ever.
One day, her flock will be forced to recognize that AH! is the best musician ever and that they should have never kicked AH! out for playing music fast and hard and wiggling her legs all suave like.
But AH! will never return to her flock. AH! is finding a better flock, now.
AH! and changeling best friend met a half-elf named Jaimen Brooksmith who was kind and smart and running away. Jaimen Brooksmith taught AH! many new words and phrases. AH! knows how to say "where is the bathroom?" and "yes!" and "please!" and "no!" and "let me teach you!" and "ow, fuck!" and "wait, don't repeat that!!" and "look what you've done, now the bird swears."
Jaimen Brooksmith was AH!'s BESTEST FRIEND FOREVER!! But Jaimen Brooksmith backed into AH!'s knife and didn't get up from it. Now changeling is Jaimen Brooksmith but also still Sam.
Two friends in one!! Jaimen Brooksmith-Sam is AH!'s BESTEST FRIEND FOREVER!!!

Trivia

Scavenger
AH! will eat any meat. Even the smelly rotting meat, she'll at least give it a taste.
Imprinted
AH! has imprinted upon Sam and will follow Sam to the ends of the earth without any regard for her own safety. It is unlikely that she will listen to any other party member, nor will she stay behind to help them if she feels endangered, unless Sam instructs her to.
Pugilist Bard
If anyone insults AH!'s musical abilities, she's going to throw fists at them.
Home is where the Heart is
AH! has no desire to reunite with her ex-flock. In fact, if she ever sees them again, there'll probably be a fight. She's got a mean grudge.
Links

Sam of the Sea
Sam was the first person to show kindness to AH! after her exile. He was also the first person to offer starving AH! some food. This sealed the changeling monk's fate as AH!'s adopted parent figure. The two have been together ever since!
Lily
A somewhat prissy elvish knight who has saved AH! on a couple of occassions (and AH! has saved her in kind). AH! feels no particular loyalty to her, but is very entertained by Lily's love for bar fighting.
Marlowe
A dwarven rogue who graciously gifetd AH! with the severed hand of a ruffian who beat the shit out of her. AH! strung it around her neck and proceeded to eat said hand over the course of the next two days. AH! really likes Marlowe and occassionally gives him cool sticks that she finds during their adventures.