Merlyn

Rebellite

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Created
4 years, 8 months ago
Creator
Rebellite
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Profile


 Merlyn
LVL 2 BARD | TRITON | NEUTRAL GOOD | ENTERTAINER

STRENGTH
(+0)
11

DEXTERITY
(+2)
15

CONSTITUTION
(+1)
13

INTELLIGENCE
(+0)
9

WISDOM
(+0)
11

CHARISMA
(+3)
16

SAVING THROWS

0         Strength
4         Dexterity
1         Constitution
0         Intelligence
0         Wisdom
5         Charisma


SKILLS

+4          Acrobatics (Dex)
+0          Animal Handling (Wis)
+2          Arcana (Int)
+0          Athletics (Str)
+3          Deception (Cha)
+3          History (Int)
+0          Insight (Wis)
+0          Intimidation (Cha)
+0          Investigation (Int)
+2          Medicine (Wis)
+0          Nature (Int)
+0          Perception (Wis)
+5          Performance (Cha)
+3          Persuasion (Cha)
+0          Religion (Int)
+2          Sleight of Hand (Dex)
+4          Stealth (Dex)
+0          Survival (Wis)

AC
12

INITIATIVE
2

SPEED
30


MAX HIT POINTS

17


PROFICIENCIES & LANGUAGES

Languages:
Common, Primordial

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

Armor:
Light Armor


FEATURES & TRAITS

Control Air and Water - A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud* with this trait. Starting at 3rd level, you can cast gust of wind* with it, and starting at 5th level, you can also cast wall of water* with it (see the spell at the bottom). Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Emissary of the Sea - Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.

Guardian of the Depths - Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.

By Popular Demand - You can always find a place to perform. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Bardic Inspiration - You can inspire others with stirring words or music. You may use a bonus action to grant a Bardic Inspiration die to one creature within 60 feet. This die is a d6. At 5th level, it is a d8; at 10th level it is a d10; and at 15th level it is a d12. This die lasts for 10 minutes or until expended. This ability may be used a number of times equal to your Charisma mod (min. 1). You regain expended uses when you finish a long rest.

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

PERSONALITY TRAITS

-  I am known for being very dramatic.
 -  I believe thing, thing, thing, thing, thing, thing, thing, thing. 


IDEALS

-  I believe thing, thing, thing, thing, thing, thing, thing, thing.
 -  I believe thing, thing, thing, thing, thing, thing, thing, thing. 


BONDS

-  I believe thing, thing, thing, thing, thing, thing, thing, thing.
 -  I believe thing, thing, thing, thing, thing, thing, thing, thing. 


FLAWS

-  I believe thing, thing, thing, thing, thing, thing, thing, thing.
 -  I believe thing, thing, thing, thing, thing, thing, thing, thing. 


BACKSTORY


Merlyn had always been an entertainer at heart. For most of her life, she lived in a large underwater city with the rest of her kind. She sang and danced for the public, easily becoming a famous entertainer within the city. ` In desperate need of a new start, Merlyn ascended from the depths of the sea to walk among the landwellers she's only heard tales about. She made her way healing people for a small fee on the side of the streets, as her singing and dancing talents didn't translate well to the surface.

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