Saora Embervale
Charlatan
Background
Bard
Class
Halfling
Species
College of Lore
Subclass
3
Level
Xp
Armour
Class
13Shield
Hit Points
Current
Temp
24Max
Hit Dice
Spent
3d8Max
Death
Saves
Successes
Failures
Exhaustion
Proficiency Bonus
2
Strength
-1
8
Saving Throw
+0Athletics
Dexterity
+3
16
+5Saving Throw
+5Acrobatics+5Sleight of Hand+4Stealth
Constitution
+1
12
Saving Throw
Heroic Inspiration
Intelligence
+1
13
Saving Throw
+3Arcana+3History+2Investigation+2Nature+3Religion
Wisdom
+0
10
Saving Throw
+1Animal Handling+4Insight+1Medicine+1Perception+2Survival
Charisma
+3
16
+5Saving Throw
+7Deception+4Intimidation+5Performance+5Persuasion
Equipment Training & Proficiencies
Armor Training
Light
Medium
Heavy
Shields
Weapons
Simple weapons
Tools
Forgery kit, Disguise kit, Musical instruments - Drum, Flute, Lute
Languages
Halfling, Elvish
Initiative
+3Speed
30 ft.Size & Type
Small HumanoidPassive Perception
10Weapons & Damage Cantrips
| Name | Atk / DC | Damage & Type | Notes |
|---|---|---|---|
| Dagger (x2) | +5 | 1d4+3 Piercing | Light, Finesse, Thrown (range 20/60) |
| Vicious Mockery | Wis. save, DC 13 | 1d6 Psychic | target has disadvantage on next attack roll till end of its next turn |
Resources
Bardic die (d6)[Long Rest]
Class Features
Bardic Inspiration.(Bonus Action, Cost: 1 Bardic die) Inspire another creature you can see within 60ft. They get a bardic die (d6) that they can use in the next hour. On a failed d20 test, they can roll the d6 to add to result. If the check still fails, the die is not spent. A creature can have only 1 bardic die at a time.
Expertise. You gain expertise in Insight and Deception
Jack of all trades. You can add half your Proficiency Bonus, rounded down, to any ability check for a skill you are not proficient in.
Bonus Proficiencies. You gain proficiency with three skills of your choice. (already considered)
Cutting Words.(Reaction, Cost: 1 Bardic die)
You use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence in others.
When a creature you can see within 60ft of yourself makes one of the following
- Succeeds an Ability check
- Hits with an Attack roll
- Rolls damage dice
you can expend one of your Bardic dice and subtract the number rolled from the creature's roll, reducing the damage or potentially failing the check
Species Traits
Brave. You have Advantage on saving throws you make to avoid or end the Frightened condition.
Halfling nimbleness. You can move through a space of any creature larger than you, but cannot stop in that space.
Luck. When you roll a 1 on a d20 test, you can reroll the die and must use the new roll.
Naturally stealthy. You can take the Hide action when you are obscured by a creature larger than you.
Feats
Skilled. You have additional proficiency in any combination of 3 skills or tools (already considered in this sheet)
Charisma
Spellcasting Ability
Spellcasting Modifier+3
Spell Save DC13
Spell Attack Bonus+5
Spell Save DC13
Spell Attack Bonus+5
Number of Prepared Spells: 6
Spell Slots
Level 1
Level 2
Spells
| Prep | Level | Name | Casting Time | Range | Duration | Concentration, Ritual & Material consumed | Notes |
|---|---|---|---|---|---|---|---|
| 0 | Minor Illusion | Action | 30 ft | 1 minute | C R M | S | |
| 0 | Vicious Mockery | Action | 60 ft | Instantaneous | C R M | V | |
| 1 | Charm Person | Action | 30 ft | 1 hour | C R M | V,S | |
| 1 | Color Spray | Action | Self | Instantaneous | C R M | V,S | |
| 1 | Dissonant Whispers | Action | 60 ft | Instantaneous | C R M | V | |
| 1 | Healing Word | Bonus | 60 ft | Instantaneous | C R M | V | |
| 2 | Enlarge/Reduce | Action | 30 ft | 1 minute | C R M | V,S | |
| 2 | Mirror Image | Action | Self | 1 minute | C R M | V,S | |
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Notes
Appearance
Halflings are small humanoid creatures with strong communities. You may also have some connections with the Boromar clan, the biggest family-run criminal organisation in Sharn and beyond.
Backstory & Personality
Charlatan. You have been running petty schemes for a while. Sham potions for wealthy ladies, investment opportunities to drunkards. You probably don't stick around in towns to be found out.
Equipment
Bedroll, Bell, Bullseye Lantern, 2 Costumes, Fine clothes, Mirror, Tinderbox, Waterskin
Flute, Forgery kit, Disguise kit
Oil Flasks = 3
Ration (days) = 2
Leather Armour
Magic Item Attunement
Coins & Treasure
CP
SP
EP
GP
PP