Medium Humanoid, Chaotic Good
Armor Class 16 plate
Hit Points 190 (10d10)
Speed 30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
17 (+3)
INT
12 (+1)
WIS
10 (+0)
CHA
17 (+3)
Senses Passive Perception 15
Languages Common, Elvish
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Jack of All Trades. You can add half of your proficiency bonus, rounded down (+2), to any ability check you make that doesn't already include it.

Bardic Inspiration. As a bonus action, a creation (other than you) within 60ft. 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.

Song of 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.

Expertise. Your proficiency bonus is doubled for any ability check you make with chosen proficiencies. (Performance and Survival) 

Blade Flourish. Whenever you take the Attack action on your turn, your walking speed increases by 10 ft. until the end of the turn. If a weapon attack hits, you can use one the following once per turn.

Defensive Flourish. You can expend one use of your Bardic Inspiration and deal extra damage equal to the number you roll on the die. You also add the number to your AC until the start of your next turn.

Slashing Flourish. You can expend one use of your Bardic Inspiration to deal extra damage equal to the number you roll on the die to the target you hit and to any other creature within 5 ft. of you.

Mobile Flourish. You can expend one use of your Bardic Inspiration and deal extra damage equal to the number you roll on the die. You can also push the target up to 5 ft. plus the number rolled. You can then use your reaction to move up to your walking speed to an unoccupied space within 5 ft. of the target.

Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Second Wind. Once per short rest, you can use a bonus action to regain 1d10+ 12 HP

Action Surge. You can take one additional action on your turn. This can be used 1 times per short rest.

Fighting Spirit. As a bonus action, you can give yourself advantage on weapon attack rolls until the end of the current turn and give yourself 10 temporary HP.

Extra Attack. You can attack three times whenever you take the Attack action on your turn.

Elegant Courtier. Whenever you make a Charisma (Persuasion) check, you gain a +0 bonus, and you gain proficiency in WIS saving throws (or INT or CHA if you already are).

Indomitable. You can reroll a saving throw that you fail - you must use the new roll. You can use this 1 time per long rest

Tireless Spirit. When you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

Dual Wielder. You can add a +1 bonus to AC while you are wielding a separate melee weapon in each hand, can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light, and can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Resilience. Increase the chosen ability score by 1 and you gain proficiency in saving throws using the chosen ability. (CON).

Chef. You gain a bonus to either CON or WIS, proficiency with cook's utensils, and can prepare food that allows creatures to regain additional hit points when taking a short rest as well as gain temporary hit points after a long rest. 9 uses.

Spellcasting. Burnt Ends is a 3rd-level spellcaster. Its spellcasting ability is [17] (spell save DC 16, +8 to hit with spell attacks). Burnt Ends has following Bard spells prepared:
Cantrips (at will): Mending, Minor Illusion

1st level (4 slots): Comprehend Languages, Cure Wounds, Detect Magic, Healing Word

2nd level (2 slots): Cure Wounds, Healing Word, Heat Metal, Locate Object

Actions

Unarmed Strike. When you make a melee attack that involves using your body to deal one of the following effects:

Damage. You make an attack roll against the creature, and on a hit, you deal 1 + STR Bludgeoning Damage.

Grapple. The target must succeed on a STR/DEX (it chooses which) saving throw (DC = 8 + Prof. Bonus + STR) or it has the Grappled condition.

Shove. The target must succeed on a STR/DEX (it chooses which) saving throw (DC = 8 + Prof. Bonus + STR) or you can either push it 5ft away or cause it to have the Prone condition.

Battlechefs Ladle of Love. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 9 (1d8 + 4) piercing damage.

Pike. Melee Weapon Attack: +7 to hit, range 10ft, 1 target. Hit: 11 (1d10 + 2) [piercing] damage.

Handaxe. RangedWeapon Attack: +7 to hit, range 20/60 ft., 1 target. Hit: 7 (1d6 + 2) [slashing] damage.

Bonus Actions

Spells. Healing Word

Bardic Inspiration. As a bonus action, a creature (other than yourself) 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. 3/ Long Rest

Fighting Spirit. As a bonus action you can give yourself advantage on weapon attack rolls until the end of the current turn and give yourself 10 temorary HP. 3/Long Rest.

Second Wind. Once per short rest, you can use a bonus action to regain 1d10 + 12 HP. 1/Short Rest.

Reactions

Opportunity Attack. You can make an attack when a creature that you can see leaves your reach using its action, its Bonus Action, its Reaction, or one of its speeds. 

Description

Burnt Ends has been at the Fugitive Reach for years, he was originally from Claexvale, he left to travel to every city in Bleaguxis and work in their kitchens and learn about their cultural foods from their culinary specialists. He enjoys the control and structure of his kitchen, though he has not received a star, because his kitchen is in a prison, you would find it deserving of at least 4 Grungien Stars. He has a soft spot for his kitchen kitty Dirty Dan, and treats him as his child, though he knows he belongs to the warden, it means that much more that Dirty Dan chooses the company of Burnt Ends and the kitchen crew over the guards and the Warden.

Burnt Ends carries a large ladle, and many smaller spoons on the pockets of his apron so that he may taste test every item before it leaves his kitchen. He usually is found in the middle of the kitchen, surrounded by the prep tables with many staff working tirelessly to achieve perfection. He works closely with his Sous Chef Sonlly Villamil. Her energy and discipline in the kitchen makes his proud to be her Executive Chef. Together they run a world class restaurant hidden inside a maximum security prison. Burnt Ends prefers this, he knows that no one else could truly appreciate the love, time, and effort that goes into their cooking, than those who may never taste freedom again.

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