Miyu Hachi (Miyu the Eighth)

Jaloyoloti

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Created
3 years, 7 months ago
Creator
Jaloyoloti
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Profile


 NAME
LEVEL 10 BARD | MIKOTO (TSUKIJIN/MOON PEOPLE) | NEUTRAL | ENTERTAINER

STRENGTH
(+0)
10

DEXTERITY
(+2)
14

CONSTITUTION
(+0)
10

INTELLIGENCE
(+1)
12

WISDOM
(+1)
12

CHARISMA
(+3)
17

SAVING THROWS

+0         Strength
 +6         Dexterity
+0         Constitution
+1         Intelligence
+1         Wisdom
+7         Charisma


SKILLS

+10        Acrobatics (Dex)
+3          Animal Handling (Wis)
+9          Arcana (Int)
+2          Athletics (Str)
+11        Deception (Cha)
+5          History (Int)
+3          Insight (Wis)
+5          Intimidation (Cha)
+3          Investigation (Int)
+3          Medicine (Wis)
+3          Nature (Int)
+9          Perception (Wis)
+7          Performance (Cha)
+5          Persuasion (Cha)
+3          Religion (Int)
+4          Sleight of Hand (Dex)
+4          Stealth (Dex)
+3          Survival (Wis)

AC
13

INITIATIVE
+2

SPEED
30


MAX HIT POINTS

53


PROFICIENCIES & LANGUAGES

Languages:
Common

Weapons:
Simple weapons
Hand crossbows
Longswords
Shortswords
Rapiers

Armor:
Light Armor

Tools:
Disguise Kit
Poisoner's Kit
Drum
Flute
Lute


FEATURES & TRAITS

Ability Score Increase - Your Charisma score increases by 2 and your Intelligence increases by 1.

Darkvision - Accustumed to the moon, the Mikoto have superior vision in dark and dim conditions. 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 cannot discern color in darkness, only shades of gray.

Graceful Flight - You can cast the jump spell on yourself once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. When you reach 3rd level, you can cast the levitate spell on yourself once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the fly spell on yourself once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.

Artistic Spirit - When you make Charisma (Performance) checks during night-time, you are considered to be proficient in the Performance skill and may add double your proficiency bonus to the check, instead of your normal proficiency bonus if you are already proficient.

Bardic Inspiration - 1d8 inspiration die. Bonus action, within 60ft for 10min (x3, regain after short rest)

Jack of All Trades - Add half of proficiency bonus (round down) to any ability check that does not already get proficiency bonus.

Song of Rest - Add 1d8 of extra hit points on Short Rest.

Bard College - You delve into the advanced techniques of a bard college of your choice: Trickery

Bonus Proficiencies - You gain expertise in the Deception skill and proficiency in the Poisoner's Kit.

Deceive - You gain access to Tricks. Pick three of your choice. You can swap one out every time you advance a level. Tricks use a bonus action unless stated otherwise. Tricks will expend one inspiration die to use and use your Deceive DC (13). If you attempt to trick the same target twice within one hour they will have disadvantage against your Deceive DC.

Magic Initiate - You learn two cantrips of your choice from the Cleric spell list. Choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.

Countercharm - As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Flourish - You gain trick dice (d8) equal to your proficiency bonus. You may only apply Trick dice to a target who failed a save against your Deceive Save DC.

Expertise - Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Acrobatics & Perception/span>

Magical Secrets - You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

PERSONALITY TRAITS

-  My unique looks and cultural "peculiarities" make everyone look my way. I don't talk about my past too much, just my people. 


IDEALS

-  I believe that the arts are the best way to express oneself and bring people together. 


BONDS

-  I want to see the world and share my culture with others through song and dance. 


FLAWS

-  My carefree attitude brought disaster upon my family. I am not sure if anyone is left and am too afraid of knowing the truth to go back. 


BACKSTORY


Miyu Hachi, or Miyu the Eighth, hails from an island far east. Few people know of Miyu's home and even fewer have seen anyone like her. Miyu is of the Mikoto race more often referred to as the Moon People or Tsukijin, of the Island of the Red Sunrise. A neutral, peaceful people, the Mikoto saw little outside influence due to their secluded location, tamping down any attempts at contact with foreigners that was deemed unnecessary or detrimental to their way of life.
Miyu came from a prestigious family: her father; a chairman, and her mother; a trusted handmaiden to the Honored Emperor's Mother, Miyu was expected to take her place in the royal estate once of age and proven as a skilled Royal Geisha. Though taught discipline, respect and humility all her life, through her siblings Miyu retained some childlike traits while still honing the more mature aspects of her character. Though life on the island had endured many years of peace and prosperity, Miyu's beautiful world came tumbling down in a very violent way and she is not sure who to blame: the enemy or herself.
Too afraid to look back and learn the truth of what occurred and what her own naïve actions may have caused, Miyu travels in search of peace of mind that may come from a few strong allies.

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