It's supposed to be run as part of Tomb of Annihilation, but I'm going to run it as a standalone adventure.
4th-level characters; any WotC 5e content, UA, and Plane Shift are allowed, except drow; ask about any homebrew you want to use. 1st-level starting equipment plus one bag of holding for the party. No evil characters, if you don't mind terribly. Absolutely, positively no CN monks.
My one house rule is that inspiration stacks and functions like non-renewable Luck Points, as per the Lucky feat. Well, I also have "you can get a critical success or failure on ability checks and saving throws", but I don't think that quite counts.
I'm looking for 4-5 PCs.
While traveling by ship around the Chultan peninsula, you were caught in a storm and washed ashore on an unfamiliar land. Your ship was a rather large merchant vessel called The Yrrysh Rover.
I have an idea for a tortle character. Would that be okay? They look so awesome and I really want to try one out. A tortle bard...lol
Rollback Post to RevisionRollBack
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
I can keep it out of Italics, it's hard for me to see the font size that's smaller than 18 lol Is that alright? I would hate to be a bother. I can post my character in a little bit.
Rollback Post to RevisionRollBack
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
I can keep it out of Italics, it's hard for me to see the font size that's smaller than 18 lol Is that alright? I would hate to be a bother. I can post my character in a little bit.
If you can't see it properly if it's smaller,then by all means keep it at 18. Apparently, 18-point text looks a bit better in italics.
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Awe man, the tortle isn't in the character creator yet :( And I think it looks better too...lol that's why I use it haha
Rollback Post to RevisionRollBack
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
I do have it. But it is being shared with me from a DM.
Rollback Post to RevisionRollBack
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
I do have it. But it is being shared with me from a DM.
That means that you can see the tortle race but cannot create a tortle character in any other campaigns. Fortunately, I will not be requiring a D&D Beyond character sheet.
By the way, you do know you're free to resume putting your posts in italics, right?
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Bummer, but awesome. Thanks. And cool. I like the Italics better. :)
Will post soon.
Rollback Post to RevisionRollBack
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
The party so far: jhyoung09 as Garrick Onyxcloak, mountain dwarf fighter TheGmoat as Snappy A'oinx, tortle bard JacksonDanielz as Erik Lancaster, human fighter/warlock Priad as Synovar Solaria, high elf cleric Thordain as Merrick Meadowgrain, halfling rogue
HP: 23 AC: 17 SPD: 30 ft Spell Save DC: 12 Spell Attack: +4
Attack: Rapier +3 1d8+3
Survival: 4 (Tortle)
Arcana: 6 (Bard)
History: 6 (Bard+Expertise)
Stealth : 3 (Bard)
Acrobatics: 3 (Entertainer Background)
Performance: 6 (Entertainer Background+Expertise)
Insight: 4 (College of Lore)
Perception: 4 (Bardic Lore)
Persuasion: 4 (Bardic Lore)
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren’t natural swimmers, but they can remain underwater for some time before needing to come up for air.
Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal.
Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.
Survival Instinct. You gain proficiency in the survival skill. Tortles have finely honed survival instincts.
Languages. You can speak, read, and write Aquan and Common.
Spellcasting
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and chapter 11 (or the Spells Listing) for the bard spell list.
Cantrips
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
Spell Slots
The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the bard spell list.
The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a musical instrument (see chapter 5, “Equipment”) as a spellcasting focus for your bard spells.
Bardic Inspiration
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Bard College
At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.
-Bard Colleges
The way of a bard is gregarious. Bards seek each other out to swap songs and stories, boast of their accomplishments, and share their knowledge. Bards form loose associations, which they call colleges, to facilitate their gatherings and preserve their traditions.
College of Lore
Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.
The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.
The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.
Bonus Proficiencies
When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.
Cutting Words
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.
Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 10th level, you can choose another two skill proficiencies to gain this benefit.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. (Feat option)
Inspiring Leader
Prerequisite: Charisma 13 or higher
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.
Background:
Entertainer
Instrumentilist
Feature: By Popular Demand
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Personality Traits: Nobody stays angry at me for long, I am very easy to forgive. I collect rumors and spread gossip everywhere I go.
Ideals: Tradition.The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)
Bonds:I idolize a hero of the old tales and measure my deeds against that persons.
Flaws:I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
I think that is everything... Let me know if I forgot anything. I had to use my PC's Word program, so I did a lot of copy and pasting for this character and took base HP. Snappy the Tortle Bard, at your service.
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
It's supposed to be run as part of Tomb of Annihilation, but I'm going to run it as a standalone adventure.
4th-level characters; any WotC 5e content, UA, and Plane Shift are allowed, except drow; ask about any homebrew you want to use. 1st-level starting equipment plus one bag of holding for the party. No evil characters, if you don't mind terribly. Absolutely, positively no CN monks.
My one house rule is that inspiration stacks and functions like non-renewable Luck Points, as per the Lucky feat. Well, I also have "you can get a critical success or failure on ability checks and saving throws", but I don't think that quite counts.
I'm looking for 4-5 PCs.
While traveling by ship around the Chultan peninsula, you were caught in a storm and washed ashore on an unfamiliar land. Your ship was a rather large merchant vessel called The Yrrysh Rover.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
I'm in. Let me re work a character. Will we be using a Discord channel for OOC?
DM - The Lost Mines of Phandelver
DM - Tales from Irileth: Korey ◆ Rook ◆ Grinner
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Ok sounds great let me re work Garrick some and then I'll get you the sheet.
DM - The Lost Mines of Phandelver
DM - Tales from Irileth: Korey ◆ Rook ◆ Grinner
I have an idea for a tortle character. Would that be okay? They look so awesome and I really want to try one out. A tortle bard...lol
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
I can keep it out of Italics, it's hard for me to see the font size that's smaller than 18 lol Is that alright? I would hate to be a bother. I can post my character in a little bit.
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
I'd be interested in joining!
Brunella Wildheart, Dwarf Barbarian,Tomb of Annihilation
Nyx, Fairy Cleric, Descent Into Avernus
Rolling up a cleric per our PM. I'll post him here shortly.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Awe man, the tortle isn't in the character creator yet :( And I think it looks better too...lol that's why I use it haha
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
I do have it. But it is being shared with me from a DM.
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Here is the Link to Garrick Onyxcloack.
DM - The Lost Mines of Phandelver
DM - Tales from Irileth: Korey ◆ Rook ◆ Grinner
Bummer, but awesome. Thanks. And cool. I like the Italics better. :)
Will post soon.
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
The party so far:
jhyoung09 as Garrick Onyxcloak, mountain dwarf fighter
TheGmoat as Snappy A'oinx, tortle bard
JacksonDanielz as Erik Lancaster, human fighter/warlock
Priad as Synovar Solaria, high elf cleric
Thordain as Merrick Meadowgrain, halfling rogue
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
I'd like to be a halfling rogue!
Brunella Wildheart, Dwarf Barbarian,Tomb of Annihilation
Nyx, Fairy Cleric, Descent Into Avernus
Snappy B'oinx
Bard 4 Level
Entertainer
Male Tortle
Lawful Good
STR 10, DEX 12, CON 10, INT 14, WIS 14, CHA 15
HP: 23 AC: 17 SPD: 30 ft Spell Save DC: 12 Spell Attack: +4
Attack: Rapier +3 1d8+3
Survival: 4 (Tortle)
Arcana: 6 (Bard)
History: 6 (Bard+Expertise)
Stealth : 3 (Bard)
Acrobatics: 3 (Entertainer Background)
Performance: 6 (Entertainer Background+Expertise)
Insight: 4 (College of Lore)
Perception: 4 (Bardic Lore)
Persuasion: 4 (Bardic Lore)
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren’t natural swimmers, but they can remain underwater for some time before needing to come up for air.
Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal.
Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.
Survival Instinct. You gain proficiency in the survival skill. Tortles have finely honed survival instincts.
Languages. You can speak, read, and write Aquan and Common.
Spellcasting
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and chapter 11 (or the Spells Listing) for the bard spell list.
Cantrips
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
Spell Slots
The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the bard spell list.
The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a musical instrument (see chapter 5, “Equipment”) as a spellcasting focus for your bard spells.
Bardic Inspiration
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Bard College
At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.
-Bard Colleges
The way of a bard is gregarious. Bards seek each other out to swap songs and stories, boast of their accomplishments, and share their knowledge. Bards form loose associations, which they call colleges, to facilitate their gatherings and preserve their traditions.
College of Lore
Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.
The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.
The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.
Bonus Proficiencies
When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.
Cutting Words
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.
Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 10th level, you can choose another two skill proficiencies to gain this benefit.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. (Feat option)
Inspiring Leader
Prerequisite: Charisma 13 or higher
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.
Background:
Entertainer
Instrumentilist
Feature: By Popular Demand
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Personality Traits: Nobody stays angry at me for long, I am very easy to forgive. I collect rumors and spread gossip everywhere I go.
Ideals: Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)
Bonds: I idolize a hero of the old tales and measure my deeds against that persons.
Flaws: I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
Equipment: Entertainer's Pack, Dagger, Fiddle, Rapier
Cantrips Known: 3
Spells Known: 7
Cantrips:
Vicious Mockery
Prestidigitation
Message
1st Level Spells:
Tasha's Hideous Laughter
Detect Magic
Healing Word
Identify
2nd Level Spells:
Invisibility
Animal Messenger
Heat Metal
I think that is everything... Let me know if I forgot anything. I had to use my PC's Word program, so I did a lot of copy and pasting for this character and took base HP. Snappy the Tortle Bard, at your service.
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
Thordain, no offense intended but could you possibly not end every sentence with an exclamation mark?
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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