Remove these ads. Join the Worldbuilders Guild

Cannny

Satyr (Dragon) Race
Khao (City) Origin
Hexblade 1 Whispers Bard 5 6 Class & Level
Chaotic Neutral Alignment
Matron of Fate Deity
Great Coven Faction
Member Rank/Position
6 Loyalty
Company

Strength 11
+0
Dexterity 14
+2
constitution 16
+3
intelligence 10
+0
wisdom 12
+1
charisma 20
+5
Total Hit Dice 6
Hit Die
1d1d8+3
+3 proficiency bonus
+0 Strength
+2 Dexterity
+3 Constitution
+0 Intelligence
+4 Wisdom
+8 Charisma
saving throws
+2 Acrobatics
+4 Animal Handling
+0 Arcana
+0 Athletics
+8 Deception
+0 History
+4 Insight
+11 Intimidation
+0 Investigation
+1 Martial
+1 Medicine
+3 Nature
+4 Perception
+8 Performance
+11 Persuasion
+0 Religion
+2 Sleight of Hands
+2 Stealth
+1 Survival
skills

 
18
MV
1
Prestige
1
Attunement Slots
18
Armor Class
56
Hit Points
+2
Initiative
30
Speed
Canny's Bone Pick 2: Psychic Boogaloo (War Pick +1) 1d20+9 1d8+6
Dagger[roll:1d20+5 1d4+2
Attacks
Gear: Light Armor, Medium Armor, Simple Weapons, Martial Weapons, Shields, Alchemist's Supplies, Cook's Utensils, Lute

Saves: Wisdom, Charisma

Skills: Animal Handling, Deception, Insight, Intimidation, Nature, Perception, Performance, Persuasion
Proficiences
Spell DC: 16 | Spell Attack: 8
Cantrips [5]:
0- Guidance, Prestidigitation, Vicious Mockery, Eldritch Blast, Green-Flame Blade

General Spells [8]:
1- Healing Word, Dissonant Whispers, Speak with Animals, Disguise Self, Comprehend Languages
2- Heat Metal, Enhance Ability
3- Tongues

Warlock Spells [4] (1 Per Day):
1- Shield, Wrathful Smite, Armor of Agathys
Spellcasting
Weapons:
Canny's Bone Pick 2: Psychic Boogaloo (War Pick +1) | Piercing | Hexblade Weapon. Arcane Focus. 1d6 Fire Damage on hit. +2 Charisma. + 1d6 Psychic Damage when using Psychic Blades. Twice per long or short rest when attacked Canny can deal 2d6 Radiant Damage to the attacker if they fail a DC 15 Constitution Saving throw (half damage if they succeed)

Dagger | piercing - finesse, light, thrown | (20/60ft.)

Armor/Shield:
Breastplate | 14 AC | 2 Max Dex
Shield | 2 AC

Magic Items:
Crystal (Arcane Focus) | An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

Barbed Brass Ring | Membership within the Great Coven is marked by those that wear a barbed brass ring. Mundane to the sight but significant to the ordained.

Canny's Bone Pick 2: Psychic Boogaloo | +1 War Pick – Minor Very Rare – Attunement: College of Whispers Bard 2lbs. The name “Barbara" is beautifully engraved on the blade but seems to have been deliberately scratched out. This war pick can be used an arcane focus. This war pick does an additional 1d6 fire damage on hit. Your Charisma score increases by 2, to a maximum of 20. This is affected by ability score cap increases. When you use your Psychic Blades class feature, you can add an extra 1d6 psychic damage to the damage you would normally deal. When you take damage from an enemy, you can use your reaction to force them to make a DC 15 Constitution saving throw. On a failed save they take 2d6 radiant damage, half on a success, as retribution for daring to harm you. You can use this ability twice, once you do so you cannot do so again until you complete a short or long rest. (Base Material, Adornment, Enhancement, Enchantment (nonspell), Special Crafter)

Pole of Collapsing | While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The poles weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.

Succubus' Breath | Adornment, Enchantment, Enhancement - Weapons - Wondrous - Wisdom, Charisma - Charm, Darkness, Chaos, Control

Inventory:
Encumbered: 55lbs | Heavily Encumbered: 110lbs | Max Load: 165lbs | Push/Drag/Lift: 330lbs

Currency:
Gold 1952.7 | 3 Crafting Tokens

Consumables:
[7] Healing Potions | Antitoxin | [6] Scrolls of Healing Word | Scroll of False Life | Scroll of Hex | Scroll of Enhance Ability | Scroll of Tongues

Equipment:
Lute [2lb] | Shortsword (home) | Dungeoneer's Pack: a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, a waterskin, 50 feet of hempen rope [61.5lbs] | Cauldron (home) | Alchemist's Supplies [8lbs] | Vestments | Common Clothes [3lbs] Dagger (home) | Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when burned. The smoke fills a 10-foot cube (treat the effect as a Fog Cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute. [.5lbs] | Cleric of Vinsc Journal (home) | Warhammer [2lbs] |
Equipment
Great Coven
Faction
Mad Man
Stat Array
--Traits & Proficiencies--

Darkvision: Accustomed to twilit forests and the night sky, 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.

Fey Creature: Satyrs are creatures with the fey subtype.

Laughing Mad: Satyrs are immune to the confusion spell and forms of madness that are not fey in origin.

Dragon Horns: +1 Wisdom. These horns are infused with the wisdom of the fey dragons, as such these Satyrs possess a stunning insight into other beings. You gain proficiency in Insight and Perception.

Agonizing Blast (A Dark Gift): When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Khao (City) Origin: +1 Charisma. Skill Prof – Nature.

Druid-in-Training: Skill Prof – Animal Handling. You gain a cantrip from the druid spell list and cast it at character level.

Matron of Fate (Lip Service): Proficiency in Persuasion Skill.

Attribute Cap Increase (Great Coven): Constitution +2; This boosts the maximum of an ability score but not the score itself.

ETC: Started in The Great Coven | Chose Agonizing Blast for faction invocation | Starting Equipment Selected: Pole of Collapsing, Antitoxin, and Smokestick | Stat Array: The Mad Man

--Class Abilities--

The Hexblade: You have made your pact with a mysterious entity from the Shadowfell—a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting. Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.

Hexblade's Curse: Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can't use this feature again until you finish a short or long rest.

Hex Warrior: At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Bardic Inspiration (d8): 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.

Ritual Casting: You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus: You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.

Bard Multiclass: Light Armor Proficiency | Performance Proficiency | Lute Proficiency

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 (D6): 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.

Psychic Blades: When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind. When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn. The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.

Words of Terror: At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror. If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. If the target succeeds on its saving throw, the target has no hint that you tried to frighten it. Once you use this feature, you can't use it again until you finish a short or long rest.

Bardic Expertise: Persuasion Expertise | Intimidation Expertise

Bard 4 ASIs: +1 Charisma | +1 Constitution.

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.
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

Arcadum.

Statblock Type

Verum Character Sheet

Link/Embed