Island of Averis
Harmonicaneer in the J Quad
Level 8 Bard (With Ranger capabilities)
Ability Stat Modifiers
Languages and Other Proficiencies
Languages: Common, Elvish, Sylvan, and Draconic
Darkvision: Has 60 ft. vision in dim light as if it were brightly lit; has 60 ft. vision in darkness as if it were dimly lit, but can only see in shades of gray
Fey Ancestry: Advantage to Charm; Magical effects cannot induce sleep
Game Proficiency: Dragonchess set
Instrumment Proficiency: Harmonica, Lyre
Proficiency Bonus (Pro): +3
Jack of All Trades: All non proficient skills get +1/2 rounded down proficiency bonus
Expertise (Exp): Select 2 skills in which you are proficient, double the proficiency bonus for those skills only. At 10th level, you can choose another two skill proficiencies to gain this benefit.
Lucky: You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.
Dexterity: +7 (Pro)
Charisma: +7 (Pro)
Acrobatics: +7 (Dex) (Pro)
Animal Handling: +2 (Wis)
Arcana: +0 (Int)
Athletics: +2 (Str)
Deception: +10 (Cha) (Pro) (Exp)
History: +2 (Int) (Pro)
Insight: +4 (Wis) (Pro)
Intimidation: +7 (Cha) (Pro)
Investigation: +2 (Int) (Pro)
Medicine: +2 (Wis)
Nature: +0 (Int)
Perception: +4 (Wis) (Pro)
Performance: +5 (Cha)
Persuasion: +7 (Cha) (Pro)
Religion: +0 (Int)
Sleight of Hand: +7 (Dex) (Pro)
Stealth: +10 (Dex) (Pro) (Exp)
Survival: +2 (Wis)
Speed: 30 ft.
Armor Class: 19
Hit Points: 56
Temporary Hit Points: 0
Hit Dice: 1d8/level
Current Hit Dice: 8
Proficiency Bonus: +3 to hit on proficient weapons
Archery: +2 to hit on ranged weapon attacks
Bardic Inspiration/Day: 3
Weapons and Armor (And other useful items)
Fancy Rapier of +1: add8/hit 1d8add5 Piercing
Fancy Cloak of Fire Resistance: 1/2 fire damage
Pocket of Dirt
Runic Longbow: add9/hit 1d8add4 Piercing Range: 150/600
Short Sword: add7/hit 1d6add4 Piercing Range: Melee
Enchanted Glass Dagger +1: add7/hit 1d4add5 Piercing Range:Melee
Acid Vial (4): add/hit 2d6add4 Acid Range: 20ft.
Oil Pint (5): add/hit Duration: 1min. add5 Fire Damage if lit Range: 20ft. Pour on ground/2rounds/add5 Fire Damage for enter 5ft. square or end turn/once per turn/if lit
Healing Potion (2): 2d4add2 Healing
Antitoxin (2): 1hr. advantage on saving throws to poison
Perfume Vial (2): Smells good
Half Plate Armor: +15 AC/Disadv. Stealth
Endless Runic Quiver: Normal Arrows
Quiver: 20 Arrows
Amulet of Silence
Draconic Sorcerer’s Spellbook
1 Pint Coffee
1 Pint Milk
1 Pint Fire Whiskey
Manacles: Small/Medium Escaping/DC 20 Dexterity Breaking/DC 20 Strength One Key Proficiency.Thieves’ Tools/DC 15 Dexterity 15HP
Tinderbox: Can light a fire with sufficient flammable material (Such as gasoline) immediately. All other fires take 1 minute to create.
Backpack: 5 lbs. Can hold 30 lbs. of equipment inside
Scroll of Pedigree
Bow – 2
Quivers – 2
Sword – 2
Dagger – 1
Armor – 40
Manacles – 6
Acid – 4
Oil – 5
Potions – 1
Tools – 1
Bread – 1
Mess Kit – 1
Bedroll – 7
Backpack – 5
Rations – 8
Waterskin – 5
Tinder – 1
Torches – 8
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 d8.
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 d10 at 10th level and a d12 at 15th level.
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 GM 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.
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 by spending Hit Dice at the end of the Short Rest, 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.
Font of Inspiration: You regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.
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. A creature must be able to hear you to gain this benefit. The performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).
Ability Score: Charisma
Spell Save DC: 15
Spell Attack Bonus: +7 (Pro)
Message: You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid Objects if you are familiar with the target and know it is beyond the barrier. Magical Silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Vicious Mockery: You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 2d4 psychic damage and have disadvantage on the next Attack roll it makes before the end of its next turn. This spell’s damage increases by 1d4 when you reach 11th level (3d4) and 17th level (4d4).
Mage Hand: A spectral, floating hand appears at a point you choose within range. The hand lasts for the Duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t Attack, activate magical items, or carry more than 10 pounds.
Level 1: 4 Spell Slots/Day
Sleep: This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring Unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls Unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being Charmed aren’t affected by this spell. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Disguise Self: You make yourself, including your clothing, armor, Weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the Illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, Objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Thunderwave: A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured Objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Identify(100gp): You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires Attunement to use, and how many Charges it has, if any. You learn whether any Spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what Spells, if any, are currently affecting it.
Level 2: 3 Spell Slots/Day
Silence: For the Duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere is immune to thunder damage, and creatures are Deafened while entirely inside it. Casting a Spell that includes a verbal component is impossible there.
Invisibility: A creature you touch becomes Invisible until the spell ends. Anything the target is wearing or carrying is Invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Suggestion: You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be Charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire Duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify Conditions that will trigger a Special activity during the Duration. For example, you might suggest that a Knight give her Warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t preformed. If you or any of your companions damage the target, the spell ends.
Level 3: 3 Spell Slots/Day
Dispel Magic: Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.
Feign Death: You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.
Spirit Guardians: You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
Fireball: A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius Sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable Objects in the area that aren’t being worn or carried. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Level 4: 2 Spell Slots/Day
Locate Creature: Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its Movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close – within 30 feet – at least once. If the creature you described or named is in a different form, such as being under the effects of a Polymorph spell, this spell doesn’t locate the creature. This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
Dimension Door: You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 200 feet straight downward or upward to the northwest at a 45-degree angle, 300 feet. You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to Teleport you.
Del is a Half-Elf of the Chaotic Good Alignment. He is 18 years old, stands at 5 ft. 2 in., and weighs 150 pounds. He has dirty blonde/gold hair, with golden eyes and a fair complexion. He tends to be fairly independent and likes to keep to himself. He never travels anywhere, no matter the distance, without his bow and quiver. His backpack he has left behind before. Not much else is known by the party at this point. He joined the J Quad about 2 months ago.
He was saved from the Crystal Monster by Ander, and Treebeard is cool. Torax has learned certain details about his past due to previous encounters. Everybody knows his backstory now.