Shaaz
don't look i'm still figuring out how baldr works
Gender: Female
Race: Gnoll, desert
Alignment: Chaotic Neutral
Class: Druid
Background: Desert Runnerr
Passive Perception: ---
Passive Investigation: ---
Passive Insight: ---
Hit Points: ---
Hit Dice: 0d0 / 0d0
AC:
Initiative:
Size: Medium
Speed: 30 feet
"If you watch, and you listen, all secrets will be revealed."
ABILITIES & SKILLS
Proficiency Bonus: +3
STR
DEX
CON
INT
WIS
CHA
10
(+0)
16
(+3)
12
(+1)
16
(+3)
16
(+3)
20
(+5)
Save +1*
Save +7*
Save +2*
Save +4*
Save +4*
Save +9*
Athletics +2**
Acrobatics +5**
Sleight of Hand +5**
Stealth +7**
Arcana +7**
History +5**
Investigation +7**
Nature +5**
Religion +5**
Animal Handling +5**
Insight +7**
Medicine +5**
Perception +10** (E)
Survival +7**
Deception +9**
Intimidation +9**
Performance +7
Persuasion +12** (E)
* Includes +1 from Luckstone / ** Includes +1 from Luckstone and Jack of all Trades / (E) denotes expertise. / Bold denotes proficency.
PROFICIENCIES & ABILITIES
PROFICIENCIES
LANGUAGES
CLASS ABILITIES
RACIAL TRAITS
FEATS
Blep
Southern
Gnollish
Blep
Darkvision 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.
ScentYou have advantage on Wisdom (Perception) checks that rely on smell
BullyAlthough many gnolls are cowardly at heart,
they disguise their fears by abusing others. You have
disadvantage on saving throws against being frightened.
On the other hand, whenever you make a Charisma
(Intimidation) check involving obviously smaller or
weaker targets, you are considered proficient in the
Intimidation skill and add double your proficiency bonus
to the check, instead of your normal proficiency bonus.
Live to fight another dayWhen you take the Disengage action, your base walking speed increases by 10 feet until the end of your turn.
Gnoll Weapon TrainingYou have proficiency with the spear, shortbow, longbow, light crossbow, and heavy crossbow.
Heat ToleranceYou have resistance to fire damage. You can go three times as long without water as most other humanoids.
weh
ATTACKS
WEAPON
TO HIT
DAMAGE
PROPERTIES / (RANGE)
idk
+7
1d8+4 Piercing, Magic
Finesse
Dagger
+6
1d4+3 Piercing
Finesse, Light, Thrown (20/60)
Longbow
+6
1d8+3 Piercing
Ammunition, Heavy, Two-Handed (150/600)
SPELLS
Spell Slots: 4/4 (1st), 3/3 (2nd), 3/3 (3rd), 1/1 (4th)
BARD - Spell Save DC: 16 Spell Attack Mod: +8 Spells Known: 8 + Dtetect Thoughts
WIZARD - Spell Save DC: 14 Spell Attack Mod: +6 Spells Prepared: 5
CANTRIPS
1ST LEVEL
2ND LEVEL
3RD LEVEL
BARD
Clockwork Bolt*
Mending
Scribe*
WIZARD
Claws of Darkness (C)*
Green-Flame Blade
Silhouette (C)*
Word of Misfortune (C)*
BARD
Cure Wounds
Dissonant Whispers
Earworm Melody (C)*
Faerie Fire (C)
WIZARD
Black Ribbons (C)
Mage Armor
Insightful Maneuvers (B)*
Magic Missile
Shadow Armor (R)*
BARD
Detect Thoughts (C)
(1 Free Use)
Lacerate
Suggestion (C)
BARD
Mind Exchange (C)*
Throes of Ecstasy (C)*
4TH LEVEL
5TH LEVEL
6TH LEVEL
7TH LEVEL
8TH LEVEL
9TH LEVEL
* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.
WIZARD SPELLBOOK
These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.)
CANTRIPS
1ST LEVEL
2ND LEVEL
3RD LEVEL
Black Ribbons (C)
Disguise Self
Disquieting Gaze*
Find Familiar (R)
Mage Armor
Insightful Maneuvers (B)*
Magic Missile
Shadow Armor (R)*
Speak with Inanimate Object*
4TH LEVEL
5TH LEVEL
6TH LEVEL
7TH LEVEL
8TH LEVEL
9TH LEVEL
* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.
MONEY
Copper: 0 Silver: 1 Gold: 203 Obsidian: 100 Platinum: 0
(304 Coins * .02 lbs. = 6.08 lbs. Total Weight)
ENCUMBRANCE
Weight: 54.08 lbs. / 150 lbs. max. (15 x STR Score)
Status: Unencumbered
Penalty: None
EQUIPMENT READIED
Equipped Items: (18 lbs.)
Equipped items can be retrieved with a manipulate item interaction.
ARMOR (4 lbs.)
WEAPONS (5 lbs.)
READIED ITEMS (9 lbs.)
Traveler's Clothes (2gp) - 4 lbs.
+1 Elven Warblade [rapier] (uncommon) - 2 lbs.
Dagger - 1 lb.
Longbow (50gp) - 2 lbs.
Spell Component Pouch - 2 lbs.
+1 Arcane Grimoire [Elven Spell Cube] (uncommon) - 3 lbs.
Quiver of arrows (1gp) 1 lb.
Healer's Kit (5gp) - 3 lbs.
Find Familiar Spell Components (50gp)
Pearl (100gp)
Slither Spell Component (50gp)
Black Opal with crest (125gp)
EQUIPMENT STORED
Stored Items: (27 lbs.)
Stored items can be retrieved with an action.
IN BACKPACK (11 lbs.)
STRAPPED TO BACKPACK (16 lbs.)
AT HOME (-- lbs.)
Backpack - 5 lbs.
Mess Kit - 1 lbs.
Spellbook - 3 lbs
(10) Sheets of Parchment
(2) Scroll Cases - 2 lbs.
Bottle of Ink
Ink Pen
Vial of Perfume
Waterskin - 5 lbs.
Silk Rope & Grappling Hook - 9 lbs.
Bedroll & Blanket - 10 lbs.
Lute - 2 lbs.
Viol - 1 lbs.
Bagpipes - 6 lbs.
Find Familiar
Spell Components (50gp)
Chest - 25 lbs.
A Set of Fine Clothes - 6 lbs.
Lamp - 1 lbs.
(2) Flask of Oil - 2 lbs.
(5) Sheets of Paper
Sealing Wax
Soap
MAGIC ITEMS
Magic Items: (3 lbs.)
NON-ATTUNED (0.0 lbs)
ATTUNED 2/3 (3 lbs.)
Stone of Good Luck (Luckstone)Wondrous Item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Rhythm Maker's Drum +1Wondrous item, uncommon (requires attunement by a bard)
While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity.
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn. - 3lbs.
CHARACTER OVERVIEW
Appearance
Age: ----
Height: ??
Weight: ???
Hair: ???
Eyes: ???
Complexion: ???
TBD
BACKGROUND
Custom: TBD
Personality Traits: something
Ideals: something
Bonds: something
Flaws: something
Background Feature: something
Backstory
TBD