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Apple Eden Rosemary

Kitsune (Seishen) Race
Pirate Origin
Bard (Glamour) 6 Class & Level
Chaotic Good Alignment
None Deity
Faction
Rank/Position
Loyalty
Company

Strength 11
+0
Dexterity 18
+4
constitution 16
+3
intelligence 12
+1
wisdom 16
+3
charisma 18
+4
Total Hit Dice 6
Hit Die
1d8+3
+3 proficiency bonus
+0 Strength
+7 Dexterity
+6 Constitution
+1 Intelligence
+3 Wisdom
+7 Charisma
saving throws
+7 Acrobatics
+4 Animal Handling
+2 Arcana
+3 Athletics
+5 Deception
+2 History
+4 Insight
+5 Intimidation
+2 Investigation
+0 Martial
+4 Medicine
+2 Nature
+9 Perception
+10 Performance
+7 Persuasion
+4 Religion
+5 Sleight of Hands
+7 Stealth
+4 Survival
skills

 
12
MV
0
Prestige
3
Attunement Slots
17
Armor Class
53
Hit Points
+4
Initiative
35ft walk, 5ft climb, 5ft swim
Speed
WeaponAttackDamage
Silvered Rapier 1d20+7 1d8+4 Piercing
Dagger 1d20+7 1d4+4 Piercing
Vicious MockeryWis Save DC: 15 1d4 Psychic
Dissonant WhispersWis Save DC: 15 3d6 Psychic
Hand Crossbow 1d20+7 1d6+4 Piercing
Attacks
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Lute, Lyre, Violin, Navigator's Tools(Pirate), Water Vehicles(Pirate), Disguise Kit(Kitsune)
Saving Throws: Dexterity, Charisma, Constitution
Skills: Acrobatics(Bard), Performance(Bard), Persuasion(Bard), Stealth(Kitsune), Perception(Pirate), Athletics(Pirate)
Expertise: Perception, Performance
Proficiences
DC: 15
Spell Atk Mod: +7
Cantrips - Vicious Mockery, Prestidigitation, True Strike
Lvl 1 - Healing Word, Bane, Dissonant Whispers, Faerie Fire, Charm Person(Kitsune, 2 uses)
Lvl 2 - Enlrage/Reduce, Lesser Restoration, Calm Emotions(Kitsune, 1 use)
Lvl 3 - Plant Growth, Mass Healing Word, Speak with Plants
Spellcasting
Coin Pouch

500gp 8sp

 


Bag

Witch's Apple - Magic Apple - Attuned
Fulcrum Studded Leather Armor - Attuned
Fulcrum Silvered Rapier - Attuned
Dagger
Hand Crossbow
15 Crossbow Bolts
Entertainer's Pack:
Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.
Dungeoneer's Pack
Navigator's Tools
Woodcarver's Tools
Lute
Lyre
x5 10ft of Silken Rope
A Lucky Charm
Coin Pouch
Handy Haversack
Adventurers Guild Membership
1x Greater Healing Potion
2x Healing Potion
1x Drow Poison
Emerald Necklace (No mech benefit)
Sapphire Ring (No Mech Benefit)
Commoner Cloths
A Frilly Rainbow Skirt
a small metal bauble portraying the Technomancer
Scroll of Bane
Leather Stud
22 Days worth of Rations
A very Comfy Blanket
A fluffy moth plush
Black Cape of Glittering Stars

 


Witch's Apple

Witch’s Apple
Wondrous (Apple) – Weightless - Soulchain Attunement

An apple infused with eldritch energies. It doesn’t seem to ever spoil. Eating this is probably not a good idea.

Far From the Tree. As a bonus action you may invoke the energies within the apple. Choose a willing target that you can see within 30ft of you, the target teleports to a square within 5ft of you of your choice. You can use this ability twice, regaining its uses upon finishing a long rest.

One a Day. You can channel healing energies through the apple. When you hard cast a bard spell of 1st level or higher that restores hit points to a creature, you can grant that creature a bard dice without expending a use of your Bardic Inspiration. You can use this ability once, regaining its use upon finishing a long rest.

 
- Attuned

In House

Bag of Bells
30x large pillows
20x small pillows
3x Kimonos - Black, Pink, White colors
Fancy Dress
3x Sets of sexy Lingerie
1x Maid outfit
1x Body Ribbon
x2 Bundles of Hair (Apple Eden Rosemary, Midnight Star)
x3 Daggers
x1 Glowy Mushroom (Works as a torch) (Planted and 1 can be harvested once a week)
Banana Figurine (Banana Hatsune Miku)
Banana Pin
Glowsticks - Magic Item

 


Astral Veil


Astral Veil
Wondrous (Dancer's Veil) - Weightless - Soulchain Attunement

A veil of ever shifting colours, fading from opulent orange at the top, to a captivating crimson at the centre before finally ending with a vibrant violet and beads of many colours. Each fibre of this veil seems to contain a speck that reflects light, appearing like stars in the night sky.

Inspirational Performance. As an action, you can attempt to inspire your allies with a dance. Choose a creature within 60 feet of you that you can see and that can see you, and make a Charisma (Performance) check which has a scaling DC. On a 14 or lower, the creature gains a 1d4 to one ability check, attack roll or saving throw it makes in the next minute. On a 15 to 29, they gain a 1d6, and on a 30+ they gain a 1d8. A creature can only possess one of these dies at a time. You can use this effect 3 times, regaining all uses at the end of a long rest.

Orchard Anarchy. As an action, you can remove a sparkling light from the veil, and plant it like a seed in the ground within 5 feet of you, forming a tree which takes up that space. As a bonus action you can make an attack roll using your spell attack modifier against a creature within 40 feet of the tree. On a hit, the creature takes 1d4 + your Dexterity modifier bludgeoning damage. In addition, when a creature moves within 40 feet of the tree, you can use your reaction to make this same attack. This tree remains for 1 minute or until dispelled as a free action. You can use this feature 3 times, regaining all uses after finishing a long rest. For the purposes of dispelling, this tree counts as a 3rd level spell, does not take damage and is not affected by conditions.

 


Glowsticks

Glowsticks
A small rod in strange, unnatural packaging. Seems to be from another place entirely.

As an action you can bend this strange object. After doing this it returns to its original shape. After doing this it releases bright light in a 5 foot area around you, dim light extending for an additional 5 feet.

When you bend the glowstick in this way, you can choose the colour it becomes from the following list: Red, Blue, Green, Yellow, Purple, Pink, Orange.
This item remains active for one minute, after which the light fades. You can use this effect once per dusk.

This item has no gold value and cannot be sold.

 

Equipment
[11,17,15,12,14,18]
Stat Array
Kitsune (Seishen)

+2 Wis, +1 Dex

Darkvision - Accustomed to a nocturnal lifestyle, 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.

Cunning - You have proficiency in the Stealth skill.

Seishen:
Natural Allure. Kitsune are known for their natural beauty. You can cast Charm Person twice with this trait. When you reach 5th level, you can cast Calm Emotions once with this trait. You don't need material components to cast these spells with this trait. You regain the ability to cast these spells with this trait when you finish a long rest. Charisma is your spellcasting ability for these spells.

Surreptitious. Kitsune have spent a long time mastering the art of blending in. You gain proficiency with the disguise kit, and have advantage when making an ability check with the disguise kit. Additionally, you can opt to hide your bestial features to appear human as a free action indefinitely. This is considered illusion magic, and is a magical ability.

 


Pirate

Skill Proficiencies Athletics, Perception
Tool Proficiencies Navigator's tools, vehicles (water)
Equipment A belaying pin (club), silk rope (50 feet), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp

 


Bard

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.

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 d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Jack of All Trades:
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

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 spend one or more Hit Dice to regain hit points 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.

Expertise:
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two skill proficiencies to gain this benefit.

Font of Inspiration:
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Countercharm:
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. 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).

 


Glamour

Mantle of Inspiration:
When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.

As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.

Enthralling Performance:
Starting at 3rd level, you can charge your performance with seductive, fey magic.

If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Mantle of Majesty:
At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast Command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast Command as a bonus action on each of your turns, without expending a spell slot.

Any creature charmed by you automatically fails its saving throw against the Command you cast with this feature.

Once you use this feature, you can’t use it again until you finish a long rest.

 


Feats

Lvl 4: Res Con:
+1 Con
Proficiency in Con Saving Throws

 


Rolled Hp

Lvl 2: 1
Lvl 3: 5
Lvl 4: 1
Lvl 5: 7
Lvl 6: 4

 


Future Feats for KR to remember

Feats: Fey Touched(Cha), Piercer(Dex), Skill Expert(Dex), Actor

Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

King Riki.

Statblock Type

Verum Character Sheet

Link/Embed