The Doctor is in (please deposit $.05)

[sblock=Dr. Davonshaw]
Race: Human (variant)
Class/Level: Bard 1
Alignment: Lawful Neutral
Size: Medium
Type (Subtype): Humanoid (human)
Init: +2
Speed: 30ft
Senses: Passive Perception: 11
Languages Common, Draconic, Celestial
Background: Hermit
Ispiration: none
STATISTICS
Str 08 (-1), Dex 14 (+2) , Con 12 (+1), Int 13 (+1), Wis 12 (+1), Cha 16 (+3)
AC: 13 (leather, dex)
HP: 09 (1d8 +1)
Prof. Bonus +2
Proficiencies: Light armor, all simple weapons plus hand crossbow, longsword, rapier, and shortswords
Tools: Herbalist kit, Flute, Lyre, Delcimer Drum
Feats: Healer
Saves: CHA +5, DEX +4
Special Defenses: none
Combat:
MELEE: dagger +4 Attack, 1d4+2 piercing, (light, finesee, range:20/60)
Skills:
+2 (dex) Acrobatics
+1 (wis) Animal Handling
+3 (int) Arcana*
-1 (str) Athletics
+3 (cha) Deception
+3 (int) History*
+1 (wis) Insight
+3 (cha) Intimidation
+3 (int) Investigation*
+3 (wis) Medicine*
+3 (int) Nature*
+1 (wis) Perception
+3 (cha) Performance
+3 (cha) Persuasion
+3 (int) Religion*
+2 (dex) Sleight of Hand
+2 (dex) Stealth
+1 (wis) Survival
* proficient
Racial:
+1 DEX, +1 CHA
Size: Medium
Speed: 30 feet
Bonus Skill: Player's choice
Bonus Feat: Player's choice
Languages: Common, plus one
Hermit:
Skills: Medicine and Religion
Tools: Herbalism Kit
Languages: One additional
Feature: Discovery - Through long studies of old Celestian text, Dr. Davonshaw learned how the human body works. The works were written by priests as they communed with other worldly powers about the secerts of life. He now has a thoery of how anatomy helps with the healing process that knowing how the bosy heals itself will lead to greater healing of spells and potions.
Bard:
-Bardic Inspiration(d6): 3/long rest
-Target one creature (other than yourself), within 60 feet, and use a bonus action (on your turn) to give them one Bardic Inspiration die.
-Once within the next 10 minutes they may roll the die and add the result to one ability check, attack roll, or save.
-A creature may have only one Bardic Dice at a time.
-The Bardic Dice may be rolled after rolling the check/attack, but must be rolled before knowing if the current result succeeds or fails.
-Once used the die is lost, whether a success or failure.
-Spellcasting:
-Cantrips: dancing lights, mending
-Spells Known: healing word, sleep, heroism, unseen servant
-Spell save DC13
-Spell attack +5
-Ritual Casting
-Spellcasting Focus: musical instrument
Combat Gear:
Leather armor
daggers (x2)
Other Gear:
flute
scrollcase - full of notes
winter blanket
common clothes
herbalist kit
healer's kit
Backpack
-bedroll
-2 costumes
-5 candles
-5 days of rations
-waterskin
-disguise kit
Treasure:
GP: 00 SP: 00 CP: 00
Carrying Capacity: 120 lbs
Push/Drag/Lift: 240 lbs
Climb: 15' Swim: 15'
Long Jump: 8' & 4'
High Jump: 2' & 1'
Hold Breath: 2 minutes
Personality:
Trait: I'm confident in my own abilities and do what I can to instill confidience in others.
Trait: If somoone is in trouble, I'm always ready to lend help.
Ideal: The world is in need of new ideas and bold action.
Bond: I will do anything to prove myself superior to my hated rival. (Dr. Juila Whitegill)
Flaw: I'd risk too much to uncover a lost bit of knowledge.
Flaw: I overlook obvious solutions in favor of complicated ones.
Sex: Male
Height: 6'-0"
Weight: 182lbs
Hair Color: Dark brown, worn long as he hasn't had time to cut it
Facial Haor: beard clipped close due to it getting in the way
Eye Color: dark blue, almost black
Skin Tone: pale from months spent indoors/underground
Scars/Tattoos: small scar on hand due to scalpel cut in his early practicing
Description: Davonshaw is a handsome man, but rarely cleans himself up enough to show it. He has blood on his clothes almost constantly and the smell of decay and death follow him. His nose in a book either reading or drawing anatomy lead to him not being the life of the party.
Notes:[/sblock]
Still working on background with DeJoker, needless to say it will end with him captured by goblins in The Sunless Citadel.