D&D 5E EB's Curse of Strahd RG


So here is where are year of fun begins. Please post up your characters for review and don't worry about each one knowing the other you will all meet on that long misty road to danger. (No seriously it will be misty)

Character Gene Rules:
- 4-5 players
- Anything goes for characters and will take people wanting to try new 3rd party classes/races and such first.
- Point Buy 27pts
- Race: Any
- Class: Any
- Characters will start at 2nd lvl and we will be using milestones as the method of leveling up.
- Roll for starting GP as per PHB + add in 2d8 x10gp to spend on equipment
- Max HP @ lvl 1 and average/lvl after that
- feats and multi-classing allowed

Party: 2017-2018

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First Post
RACE: Human-Variant
CLASS: Bloodhunter 3
BACKGROUND: Grave-digger


Strength 16(+3)
Dexterity 14(+2)
Constitution 12(+1)
Intelligence 10(0)
Wisdom 14(+2)
Charisma 8(-1)

"Digger" cuts a tall and imposing figure. He often hides his features under his wide-brimmed hat and avoids direct eye-contact. The heavy aroma of fresh earth permeates most of his belongings.​

[sblock=Appearance and Personality]Gender Male
Age 30
Height 6'6"
Weight 265
Hair Brown
Skin Pale
Eyes Grey-Blue[/sblock]

His true name kept secret, lest his enemies use it against him, "Digger" is a member of a Secret Society known as "The Eternal Order of Enterrers" or as they are publicly known as "The Gravediggers Guild". The group was originally founded centuries ago by the Order of Anubis to protect Mastabas, Crypts, and other Burial Sites. "Digger" roams the lands cleansing places of enterrement, while hunting those who would defile such places. While he often has found himself involved with facing other supernatural threats, his true passion is finding and destroying undead.

[sblock=Proficiencies and Skills]
  • Acrobatics +2
  • Animal Handling +2
  • Arcana 0
  • Athletics +5
  • Deception -1
  • History 0
  • Insight +4
  • Intimidation -1
  • Investigation 0
  • Medicine +2
  • Nature 0
  • Perception +2
  • Performance -1
  • Persuasion -1
  • Religion +2
  • Sleight of Hand +2
  • Stealth +4
  • Survival +4

Armor: Light, Medium
Weapons: Simple, Martial
Tools: Alchemical Tools, Vehicles (Land)
Languages: Common, Ancient Common
AC: 16
Initiative: +2
Speed 30 ft.
Passive Perception: 12
HP: 25
HD: 3
HD Type: 3d10+3
Saving Throws
Str: 5
Dex: 2
Con: 1
Int: 0
Wis: 4
Cha: -1
Attacks Melee: +5, Ranged +4[/sblock]

“Trust me; I’ve smelled this smell before.”
All characters utilizing this background roll at advantage whenever making checks involving the detection, tracking (if applicable), and identification of the undead and their habits.

Fell Handed (Unearthed Arcana 6 June 2016)Edit
You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them:

You gain a +1 bonus to attack rolls you make with the weapon.
Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.
Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but if the higher of the two d20 rolls would have hit.
If you use the Help action to aid an ally’s melee attack while you’re wielding the weapon, you knock the target’s shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.

Bloodhunter Features
Hunter's Bane
Advantage on Survival checks to track Fey, Fiends & Undead. Advantage on Intelligence checks to recall information about them. If you are actively tracking one of these creature types, you cannot be surprised by any creatures of that type.
Crimson Rite
As a Bonus action, take your level in damage and imbue weapon to do 1d4 extra Fire damage per short or long rest. Damage taken is restored as rite fades and cannot be restored otherwise.
Fighting Style
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Blood Maledict
Blood Curse of the Eyeless: Once per short/long rest when an enemy with eyes attacks you, use your Reaction to impose disadvantage on his attack.

Amplify. You may choose to take your Blood rite die in damage. If you do following the triggering attack, the affected enemy has disadvantage on the next attack roll they make.

Order of the Ghostslayer
The Order of the Ghostslayer is the oldest and most driven of the orders, having rediscovered the secrets of blood magic and refined them for combat against the scourge of undeath. Ghostslayers seek out and study the moment of death, obsessing over the mysteries of the transition. Some will sit with the terminally diseased to closely witness their passing, while others go so far as to deliberately have a near-death experience, allowing them to tune their body and senses to the ethereal realms beyond.
Rite of the Dawn
When you join this order at 3rd level, you learn the esoteric rite Rite of the Dawn (detailed below).
Rite of the Dawn. Your rite damage is now radiant type.
If you hit an undead creature with your Rite of the Dawn, it suffers additional radiant damage equal to your Wisdom modifier. (+2)

[sblock=Equipment and Money] Starting gold: 4D4 = [3, 4, 2, 1] = 10

money: 2D8 = [6, 7] = 13 (230 starting total)

Money: 0 pp, 15 gp, 0 ep, 0 sp, 0 cp
Silvered Great Axe (The Silver Spade of Slaying) cost 130gp, Scale Mail cost 50gp, Explorer's Pack cost 10gp, Holy Symbol cost 5gp, Holy Water cost 25gp, Wooden Stakes cost free
Prized pick, rock-hammer (1d6 dmg), a set of common clothes, and a belt pouch w/ 5gp,
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Charwoman Gene

Human(Variant) Rogue
Urchin Chaotic Good
Strength 8 (-1)
Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 14 (+2)
Wisdom 16 (+3)
Charisma 8 (-1)
Irena is a quick witted and nimble reformed street thief looking for a new way in the world.​
Irena Icon.png
[sblock=Appearance, Personality and Backstory]Age 21
Gender Female
Height 5'5""
Weight 155 lb.
Hair Brown
Skin Fair
Eyes Brown

Finely featured, Irena dresses well and tries to look like she belongs in the upper crust of society. She keeps her long dark hair pulled up, adding a severe quality to her face.​

Irena is curt and a little smug when dealing with people, which is rather off-putting.​
Irena continuously wants to know ""why"".​
To find a purpose in life beyond stealing for greed or survival.​
She has a deep guilt over her youth as a thief, and tries to honor the law and help victims of crimes.​
She is overconfident in her ability to figure out what's going on.​

An orphan on the streets of the city, Irena lived by her wits and what she could steal. As she's grown to adulthood she has struggled with trying to find a place she can fit in within the law. She is still stealing for survival, but has enough cash stashed away that it is starting to feel like greed. She enters the story lost, searching for a new direction.​
[/sblock][sblock=Skills & Proficiencies]Proficiency Bonus: +2

  • Acrobatics +3
  • Animal Handling +3
  • Arcana +4
  • Athletics -1
  • Deception -1
  • History +4
  • Insight +7
  • Intimidation -1
  • Investigation +4
  • Medicine +3
  • Nature +2
  • Perception +7
  • Performance -1
  • Persuasion -1
  • Religion +2
  • Sleight of Hand +5
  • Stealth +5
  • Survival +3
Armor Light Armor
Weapons Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Tools Disguise Kit, Thieves' Tools, Cartographer's Tools
Languages Common, Goblin[/sblock][sblock=Combat]AC 15
Initiative +3
Speed 30 ft
Passive Perception +22
HP 15
Hit Dice 2d8+2

Saving Throws
  • Strength -1
  • Dexterity +5
  • Constitution +1
  • Intelligence +4
  • Wisdom +3
  • Charisma -1
  • Rapier melee +5 / 1d8+4 piercing finesse
  • Dagger melee/ranged +5 / 1d4+4 piercing finesse, light, thrown
  • Dagger (2nd Hand) meleee/ranged +5 / 1d4 piercing finesse, light, thrown
[/sblock][sblock=Features]Background: Urchin(City Secrets)
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.​
  • +1 Int or Wis
  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
  • +5 Passive Perception and Investigation
Rogue Features
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.​
Sneak Attack
With Advantage or another ally within 5 ft. of enemy.​
  • 1d6
  • 1/turn
Thieves' Cant
Cunning Action
Do the following as a bonus action:​
  • Dash
  • Disengage
  • Hide


[/sblock][sblock=Money and Equipment]Money
0 pp, 1 gp, 0 ep, 3 sp, 2 cp​
  • Studded Leather
  • Rapier
  • Daggers(3)
  • Backpack
  • Ball Bearings (bag of 1000)
  • Bedroll
  • Blanket
  • Bottle, Glass(3)
  • Thieves' Tools
  • Cartographer's Tools
  • Map Cases (5)
  • Candles (10)
  • Chalk (10)
  • Clothes, Traveler's
  • Lantern, Bullseye
  • Oil flask (3)
  • Torch (4)
  • Paper (20)
  • Rations (5)
  • Pouch
  • Soap
  • Ink pen
  • Ink
  • Waterskin

Wealth in 10s of GPS: 4D4+2D8 = [1, 2, 4, 3]+[2, 4] = 16
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EB's Curse of Strahd RG (group 2017-2018)

Josiah Jones
[sblock]Race: Human Variant
Class: Gunslinger 3
Background: Haunted One
Alignment: Lawful Good

HP: 21
AC: 14
Init: +3

Str: 10
Dex: 16
Con: 12
Int: 14
Wis: 14
Cha: 8

Light Armor
Simple Weapons
Tinkers tools

Saving Throws:

Insight - Double Proficiency


Pistol - +2/1d10+ Range: 60/240 (Capacity 4, Misfire 3, Reload)
Handax - +2/1d6+

Feats: Sharpshooter: Ignore 1/2 and 3/4 cover, can shoot long distance without disadvantage, and can take -5 attack for +10 damage.

Racial Abilities:

Background Abilities:

Feature: Heart of Darkness
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Harrowing Event
You were cursed with lycanthropy and later cured. You are now haunted by the innocents you slaughtered.

Class Abilities:

Beginning at 1st level, you can use Tinker’s Tools to craft basic firearms, as well as basic ammunition for those firearms.

Natural Talent
Proficiency bonus is doubled for one skill proficiency.
Gain a +1 bonus to attack rolls and damage rolls you make using firearms.

You gain a number of Grit points equal to your proficiency bonus. The number of Grit points you have can never exceed your proficiency bonus.

You can spend these points to fuel various class features. You start knowing one such feature: Aimed Shot. You learn more such features as you gain additional levels in this class.

Any expended Grit points refill at the end of a short or long rest. In addition, you regain 1 Grit point, up to your current maximum, whenever you roll a critical hit with a firearm attack, or you use a firearm to reduce a creature to 0 or fewer hit points. If you reduce a creature to 0 or fewer hit points with a critical hit, you regain only 1 Grit point, not 2.

Some of your Grit features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Grit save DC = 8 + your proficiency bonus + your Dexterity modifier

Aimed Shot
Beginning at 2nd level, when making an attack with a rearm as part of your attack action, you may choose to expend a number of Grit points up to your current maximum to gain a bonus on the attack roll equal to the number of Grit points spent. If this attack hits, you add the number of Grit points spent to its damage roll as well.

Walking Armory
When you choose this trail at 3rd level, you craft a mechanism which allows you to easily store and equip your personal firearms. You may draw any firearm within arm’s reach without using your object interaction.

Apprentice Guncrafting
When you choose this trail at 3rd level, you can craft new rearms and modify your current ones. One- handed guns are based on the pistol, two-handed guns on the musket, and cone guns on the scattergun. Modifying a rearm requires 1 day of constant work per modi cation. You may remove an existing modi cation at the same time as you add a new one.

Modifications require constant tuning and maintenance in order to remain in working order. During a long rest, you may maintain a number of modified firearms up to your Intelligence modifier (minimum of one). If a modified firearm is not maintained during a long rest, any attack roll made with that firearm has disadvantage.

Limited Modification.
You may modify a firearm a number of times up to your Intelligence modifier (minimum of once). In addition, every modification falls into a category. You may only place a single modification from each category on a given firearm.

Modifications for firearms are shown on the Modifications chart. At 3rd Level, you gain access to the Long Barrel, Snubnose Barrel, Elemental Barrel modifications. You gain additional modifications as your level increases, as detailed in the Modifications Table.

Personality Traits
I don’t run from evil. Evil runs from me.
I refuse to become a victim, and I will not allow others to be victimized.

I kill monsters to make the world a safer place, and to exorcise my own demons. (Good)

I have a child to protect. I must make the world a safer place for her.

I talk to spirits that no one else can see.

Equipment (200 gp start):

Hardened Snubnose Pistol (Loaded, 4 bullets, Misfire 3, Reload)
Hardened Fire Barrel Pistol (Loaded, 4 bullets, Misfire 3, Reload)
8 Extra Bullets
Leather Armor
Traveler’s Clothes
Explorer’s Pack
Tinker’s Tools
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Halo Hallowforge, Daughter of the Anvil (Dwarf Cleric)

[SBLOCK=Character Portrait]

Image by Grafit-art
[SBLOCK=Halo's Story]

[SBLOCK=Halo Hallowforge, Daughter of the Anvil (Dwarf Cleric 3)]
Name: Halorafin "Halo" Hallowforge
Sex: Female
Race: Mountain Dwarf
Class/Level: Cleric 3
Domain: Forge
Alignment: Lawful Good
Size: Medium
Type (Subtype): Humanoid (dwarf)
Init: +0
Speed: 25ft
Senses: Darkvision (60 ft.)
Passive Perception: 12
Languages: Common, Dwarf, Elf

Str 16 (+3), Dex 10 (+0) , Con 16 (+3), Int 10 (+0), Wis 15 (+2), Cha 8 (-1)

AC: 18 (Chain mail, shield)
HP: 27 (3d8 +3 con)
Saves: Wisdom +4, Charisma +1
Special Defenses: Advantage on saves vs. poison

Melee: Battleaxe +5 Attack, 1d8+3 Slashing (1d10+3 two-handed)
Melee: Javelin +5 Attack, 1d6+3 Piercing
Special Attacks: Spell Attack +4; Spell Save DC 12

Spell Save DC: 12
Spell Slots: 4, 2, 0, 0, 0, 0, 0, 0, 0
Slots Used: 0, 0, 0, 0, 0, 0, 0, 0, 0
Spells Prepared: (6)
  • Cantrips: Guidance, Light, Sacred Flame
  • Domain Spells: Identify (*), Searing Smite
  • 1st Level: Bless (*), Cure Wounds (*), Healing Word (*), Sanctuary
  • 2nd Level: Prayer of Healing (*)
(*) can be cast at higher levels

2 Cleric, 2 background; Proficient skills in bold
Mod Attribute Name of Skill
+0 (dex) Acrobatics
+2 (wis) Animal Handling
+0 (int) Arcana
+3 (str) Athletics
-1 (cha) Deception
+2 (int) History
+4 (wis) Insight
-1 (cha) Intimidation
+0 (int) Investigation
+4 (wis) Medicine
+0 (int) Nature
+2 (wis) Perception
-1 (cha) Performance
-1 (cha) Persuasion
+2 (int) Religion
+0 (dex) Sleight of Hand
+0 (dex) Stealth (disadvantage when wearing armor)
+2 (wis) Survival

Darkvision Accustomed to life underground, you 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 can’t discern color in darkness, only shades of gray.
Dwarven Resilience You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency You gain proficiency with smith’s tools.
Stonecunning Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Proficiencies All armor and shields, all simple weapons plus battleaxe and warhammer
Languages You can speak, read, and write Common and Dwarvish.

Clan Crafter
Skill Proficiencies: History, Insight
Tool Proficiencies: Jeweler's Tools
Language Elvish
Feature (Respect the Stout Folk): As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.


- Spellcasting: Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier (12)
Spell attack modifier = your proficiency bonus + your Wisdom modifier (+4)

- Blessing of the Forge: At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. Once you use this feature, you can’t use it again until you finish a long rest.
- Channel Divinity: Choose between multiple Channel Divinity effects, usable 1x per long rest.
- Channel Divinity: Turn Undead: Undead within 30 feet must pass a Wisdom saving throw or be turned for 1 minute or until it takes any damage. Uses an action.
- Channel Divinity: Artisan’s Blessing: Starting at 2nd level, you can use your Channel Divinity to create simple items. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically
forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Combat Gear:
Chain mail
Javelin (6)
Holy symbol (a hammer and anvil emblem attached to a shield)

Other Gear: Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 feet of hemp rope, healer's kit, smith's tools, jeweler's tools

Carrying Capacity: 240 lbs
Push/Drag/Lift: 480 lbs

[url=http://roll.coyotecode.net/lookup.php?rollid=183911]_: 5D4*10 = [4, 2, 2, 4, 4]*10 = 160[/url]
[url=http://roll.coyotecode.net/lookup.php?rollid=183912]_: 2D8*10 = [2, 5]*10 = 70[/url]

 230	gp	Starting gold
- 75	gp	Chain mail
- 10	gp	Shield
- 10	gp	Battleaxe
- 10	gp	Explorer's pack
-  5	gp	Healer's kit
- 20	gp	Smith's tools
- 25	gp	Jeweler's tools
-  5	gp	Holy symbol
-  3	gp	Javelin (6)
- 50	gp	Potion of Healing
  17	gp	Balance after character generation
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Charwoman Gene

Tiefling (Variant) Bard(Swords) 3
Entertainer CG
Strength 10 (+0)
Dexterity 15 (+2)
Constitution 13 (+1)
Intelligence 9 (-1)
Wisdom 12 (+1)
Charisma 16 (+3)
The epitome of the ""Charming Devil"", Wagner is a figure caught between the shadows and the spotlight.​

[sblock=Appearance, Personality and Backstory]Age 19
Gender Male
Height 5'6""
Weight 120 lbs.
Hair Black
Skin Blue-black
Eyes Yellow

Small-horned and thin-tailed, Wagner has a unique appearance. He'd be quite attractive by human standard if not for his devilish features.​

Wagner is always courteous to women.​
When not performing, Wagner keeps to the background.​
True beauty lies not in the eye, but in the heart.​
Wagner cherishes and loves the members of his circus, the only family he's ever known.​
He is slow in recognizing when evil is beyond redemption.​

Wagner is descended from a human family, his tiefling nature the result of a curse placed on the family after an ancestor crossed Strahd. It is believed that defeating Strahd will lift the curse.​
He was abandoned by his paremts an raised in a Vistani circus troupe. He came to view the troupe as his only family. He has only recently left the troupe in search of a way to lift the curse.​
[/sblock][sblock=Skills & Proficiencies]Proficiency Bonus: +2

  • Acrobatics +4
  • Animal Handling +2
  • Arcana +0
  • Athletics +1
  • Deception +5
  • History +0
  • Insight +2
  • Intimidation +4
  • Investigation +0
  • Medicine +2
  • Nature +0
  • Perception +2
  • Performance +5
  • Persuasion +7
  • Religion +0
  • Sleight of Hand +3
  • Stealth +6
  • Survival +2
Armor Light Armor, Medium Armor
Weapons Simple Weapons, Hand Crossbows, Rapiers, Longswords, Short Swords, Scimitars
Tools Disguise Kit, Flute
Languages Common, Infernal[/sblock][sblock=Combat]AC 15
Initiative +2
Speed 30 ft
Passive Perception +12
HP 21
Hit Dice 3/3
HD Type 1d8+1

Saving Throws
  • Strength +0
  • Dexterity +4
  • Constitution +1
  • Intelligence -1
  • Wisdom +1
  • Charisma +5
  • Shortsword melee +4 / 1d6+2 piercing finesse, light
  • Shortsword (off-hand) melee +4 / 1d6+2 piercing finesse, light
  • Dagger melee/ranged +4 / 1d4+2 piercing [20/60] finesse, light, thrown
  • Vicious Mockery raged 1d4 DC Wisdom 13 psychic [60] disadvantage on the next attack roll it makes before the end of its next turn
[/sblock][sblock=Features]Background: Entertainer(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.​

Bard Features
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.​
  • 10 minutes
  • 3 / LR
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.​
  • + 1
Song of Rest
  • 1d6
Swords Features
Bonus Proficiencies
  • Medium armor
  • Scimitar
Fighting Style
Two-Weapon Fighting​
Blade Flourish
Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.​
  • Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
  • Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
  • Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

Tiefling Features
Devil's Tongue
  • Vicious Mockery
  • Charm Person (2nd) LR
Hellish Resistance
Resistant to fire damage.​
[/sblock][sblock=Spellcasting]Spell Slots:
Focus: Swords

Bard Spells
  • Spell Attack Bonus: +5
  • Spell Save DC: 13
Bard Cantrips
Dancing Lights, Mending​
Bard Spells Known: 6
Healing Word, Unseen Servant, Heroism, Faerie Fire, Invisibility, Shatter​

[/sblock][sblock=Money and Equipment]Money
0 pp, 28 gp, 0 ep, 0 sp, 0 cp​
  • Chain Shirt
  • Short Sword (2)
  • Longsword (2)
  • Daggers (6)
  • Backpack
  • Bedroll
  • Costumes (2)
  • Candles (5)
  • Rations (5)
  • Waterskin
  • disguise kit
Carried Weight: 36
Carrying Capacity: 150
Heavily Encumbered: 100
Encumbered: 50
Push, Drag, Lift: 300
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