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Alfonse Finaforte'

Half-Elf Race
Dolten (Ward of Witchtown) Origin
Glamour Bard 10 Class & Level
Chaotic Neutral Alignment
Nero Deity
Freemen Faction
Member Rank/Position
12 (+5 HP +25 Day Job) Loyalty
N/A Company

Strength 10
+0
Dexterity 16
+3
constitution 18
+4
intelligence 12
+1
wisdom 12
+1
charisma 20
+5
Total Hit Dice 10d8+3
Hit Die
1d10+4
+4 proficiency bonus
+0 Strength
+7 Dexterity
+4 Constitution
+1 Intelligence
+1 Wisdom
+9 Charisma
saving throws
+11 Acrobatics
+3 Animal Handling
+3 Arcana
+2 Athletics
+9 Deception
+3 History
+9 Insight
+9 Intimidation
+5 Investigation
+3 Martial
+3 Medicine
+3 Nature
+3 Perception
+13 Performance
+13 Persuasion
+3 Religion
+7 Sleight of Hands
+5 Stealth
+3 Survival
skills

 
54
MV
2
Prestige
2
Attunement Slots
20
Armor Class
98
Hit Points
+3
Initiative
30
Speed
Shortbow 1d20+7 1d6+3
Hand Crossbow 1d20+7 1d6+3
Dagger 1d20+7 1d4+3
Viscious Mockery 2d4+1d6
Attacks
Proficiency

Armor: Light Armor

Weapons: Simple weapons, Hand crossbows, Longswords, Rapiers, Shortswords

Tools: Three musical instruments of your choice [Lute - Drums - Trumpet]

Saving Throws: Dexterity, Charisma

Languages: Common [Leaf], Elvish [Nomad], Sylvan [Seelie]

Skills: Choose any three [Insight - Performance - Acrobatics]

Religion: Grey Pantheon - Nero [Persuasion]

Freemen: Proficiency in Waterborne Vehicles

Half-Elf Skill Versatility:
[Deception - Sleight of Hand]

Factionless Start
1 Skill Proficiency of your choice [Intimidation]
1 Tool Proficiency of your choice [Tinker's Tools]

Academies: Shield, Calligrapher's Tools - Expertise, Charisma Cap Increase (22)

All Proficient Skills: Deception - Sleight of Hand - Insight - Performance - Acrobatics - Investigation - Persuasion - Intimidation
Expertise: Performance - Persuasion - Insight - Acrobatics

 


Race/Origin

Darkvision:
  • 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.

  • Fey Ancestry:
  • You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

  • Dolten
  • You gain a +3 bonus to saving throws vs. Fear effects - +1 Wisdom
  • Ward of Witchtown
  • You gain a +2 bonus to passive perception [15] and passive investigation [15]
  • You gain proficiency in the [Investigation skill], and with [Brewer's Supplies].
  • You gain a +1 bonus to your Constitution score.

  •  


    ASI or Feats

    ASI:
    [1 Int + 1 Cha]

    ASI or Feat
    [2 Cha]

     

    Proficiences
    Spell List

    Spell save DC: 8 + (PROF) + 5 (CHA)
    Spell attack modifier: (PROF) + 5 (CHA)

    [Cantrips]
    Prestidigitation - Message - Minor Illusion - Vicious Mockery

    [1st Level]
    Healing Word - Charm Person - Dissonant Whispers - Heroism

    [2nd Level]
    Enhance Ability - Hold Person

    [3rd Level]
    Sending - Hypnotic Pattern - Lightning Bolt - Dispel Magic

    [4rd Level]
    Polymorph - Dimension Door -

    [5th Level]
    Animate Objects - Wall of Force -

     

    Spellcasting
    Money/Crafting Tokens

    Gold: 749 Gold 5 Silver
    73 Crafting Tokens

     


    Mundane

    Shortbow (20 Arrows) (3 lb w/ arrows+quiver)
    Hand Crossbow (20 Silvered+ 20 Bolts) (6.5 lb w/ bolts+case)
    Silvered Rapier
    Silvered Longsword
    Silvered Dagger
    Shield
    Dagger (1 lb)
    Entertainer's Pack (34 lb)
    Climbers Kit
    Navigators Tools
    Cartographers Tools
    Hand Drum [Djembe]
    Studded Leather Armour (13 lb)
    Brewer's Supplies (9 lb)
    Tinker's Tools (10 lb)
    x2 Masterwork Bandolier (2 lb)
    x1 Smokestick
    x15 Empty Vials

     


    Potions

    x1 Potion of Heroism
    x2 Potion of Healing (2d4+2)
    x6 Potion of Greater Healing (4d4+4)
    x2 Potion of Superior Healing (8d4+8)
    x2 Potion of Invulnerability
    x1 Holy Water (Improvised Weapon - 2d6 Radiant)
    x1 Potion of Necrotic Resistance
    x5 Potion of Fire Breath (DC 13 Dex - 4d6 Fire - Half on Save)
    x2 Philter of Love
    x1 Burnt Othur Flames
    x5 Acid Vials
    x1 Potion of Water Breathing


     


    Scroll

    x1 Scroll of Pyrotechnics
    x1 Scroll of Locate Object
    x1 Scroll of Lesser Restoration
    x2 Scroll of Tongues
    x3 Scroll of Dispel Magic
    x2 Scroll of Healing Word
    x2 Scroll of Enhance Ability
    x1 Scroll of Sending
    x1 Scroll of Dimension Door
    x2 Scroll of Heroism

     


    MISC

    x1 T-shirt that reads “I survived Dsangir and all i got was this lousy t-shirt” (Stored in Faction Bank)
    x1 Crate of Various Alcohols (Stored in Faction Bank)
    x1 Varia'alet (Alcohol) (Stored in Faction Bank)
    x10 pinches of Starlight Wisp "dust" (Stored in Faction Bank)
    x1 "Mini Milk" T-Shirt (Stored in Faction Bank)

     


    Blueprints

    N/A

     


    Alfonse's Lucky Coin

    -
    Alfonse's Lucky Coin
    Wondrous (Coin) - Major Uncommon - Attunement

    A regular old coin blessed with unnatural luck and magical capability. This coin looks no different from any other piece of loose change, and can bestow upon those lucky enough with a heroic boon before battle.

    My Lucky Day: If you flip this coin, it will always land on the side that you choose.

    Your Lucky Day: As an action, you can choose a number of willing allies you can see equal to half of your charisma modifier, rounded up. These allies must choose between Heads (1) or Tails (2). After they have decided, roll 1d2. You cannot use My Lucky Day to effect the outcome of this roll. If the chosen allies correctly guessed which side the coin would land on, they receive 5 temporary hitpoints. These temporary hitpoints remain for one minute. You can use this ability once, with the usage refreshing on a short or long rest.

    [Adornment, Enhancement, Enchantment, Spell Invocation (x1)]
    -

     


    Qorra

    -
    Qorra
    Robes - Minor Uncommon (660gp)

    Enchanted to help the wearer against the harsh desert, these robes offer comfort and a stylish twist on the usual majitalian attire with the inclusion of a hood.

    While wearing these robes, you are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide.

    [Base Material, Spell Invocation x2]
    -

     


    Freemen Cloak

    -
    Freemen Cloak - Cloak -
    This cloak provides not only a convenient method to display one's own sigil; but it also is infused with the freedom of the sea.
    You gain advantage on any saving throw that would impede your movement.
    -

     


    Cantankerous Collective of Curious Coins (Attuned)

    Cantankerous Collective of Curious Coins
    Being crafted by Alfonse Finaforte
    Pouch (Wondrous) - Major Rare (2700gp, 27 days) - Attunement: Bard

    A pool of 20 coins await the booty beat, they wait patiently within the confines of a mundane looking pouch, which houses them and creates them whenever needed.

    You gain an additional use of Bardic Inspiration.

    As an action on your turn, you can activate this item, speaking its command word (default is ‘Bienvenue’), and its effect lasting until initiative ends. 1d8 + your Charisma modifier (minimum of 1) coins begin to float around you. At the start of your subsequent turns, you can make a Charisma (Performance) check with a DC equal to the number of coins floating around you, to a maximum of 20. On a success, you gain an additional coin. On a failure, you lose a coin. While this effect is active, you can not have less than 1 coin floating around you.

    You can use the coins for the following abilities:

    Adieu. As an action, you can launch a total of three coins at up to three creatures you can see within 30 feet of you. Make a ranged spell attack for each coin using your Charisma modifier, and each coin that hits deals 1 bludgeoning and 1 lightning damage. If the number of coins floating around you is at least 12, each coin deals an additional 1 thunder damage. The coins return to you after the attacks.

    Bonjour. As an action, you can launch up to three coins to an ally within 30 feet of you that you can see. They float around them, acting as a ward until the start of your next turn. The next attack roll against them has its damaged reduced by 1 per coin sent, to a maximum of 3. The coins return to you afterward.

    The coins return to their pouch at the end of initiative. You can use this effect twice per long rest.

    [Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x1]


     


    Amulet of Mithridatism

    Amulet of Mithridatism
    Wondrous (Necklace) – Minor Very Rare (2600gp)
    This amulet is colored a pale green, held aloft by a cord of ivy and hempen rope. Wearing the amulet makes one feel nauseous for some time, though the feeling fades most often by the second hour. The back of the amulet contains a small vial full of a toxic green liquid, that is believed to be an amalgamation of poisons.

    You gain advantage on saving throws made against the Poisoned condition.

    Immunity from Dosage: As an action you call upon the myriad of poisons within the amulet. For the next minute you reduce all Poison damage that you take by 3. You can do this once, regaining the ability to do so at dawn.
    [Base Material, Adornment, Special Method]

     


    Pipe of Inspiration

    Pipe of Inspiration
    T2 Mission Reward
    Wondrous (Pipe) - Minor Rare (1000 gp)

    This is an ornate smoking pipe with a wooden chamber and an amber stem wrapped in an embroidered handhold, carved on one side of the chamber is the face of a horse implying it’s from Daborak. Chiseled into the amber is a quote in common “There is nothing like the first drag of the day”.

    Puff, Puff, Pass: As an action, you can take a drag from this pipe, which summons in you a spark of lucidity. The next skill check you perform within the next minute gets a +2 bonus. This bonus cannot be gained or used in combat. While this ability has two charges, a given player can only benefit from it once per day. The charges and usability are refreshed at dawn.

    This item is Glorybound.

     


    Calamitous Card Case of the Charisma King (Attuned)

    Calamitous Card Case of the Charisma King
    Being crafted by Alfonse Finaforté
    Shield - (5520gp 69 days) - Major Very Rare
    Attunement - College of Glamour Bard

    A strange shield which houses a magical card; encased within the middle of the gauntlet-like structure of the shield. The contraption looks mysteriously like it was made for an elaborate card game. The card can be drawn to summon a spectral guardian: a manifestation of one’s being that will defend the user and their allies.

    Your constitution is increased by 2, up to a maximum equal to your ability score cap.

    Charisma King. As an action say the phrase “I summon thee Charisma King!” to summon a spectral spirit within 5 feet of you. The summon lasts for 1 minute. When you summon the Charisma King, you can choose between Attack mode or Defense Mode. You can use this ability twice per long rest. As a bonus action, you can switch between Attack or Defense.

    Attack Mode. Once per turn when you deal damage, you can deal an additional 1d6 force damage to one damage roll.

    Defense Mode. You gain an additional +3 to your AC.

    Solemn Wishes. While the Charisma King is summoned, all temporary healing you give out is increased by your charisma modifier.

    All out Attack. While the Charisma King is summoned and you use Mantle of Inspiration. Instead of using their reaction to move, they can choose to use their reaction to make one Attack of Opportunity. You can use this ability twice per activation of Charisma King.

    Book of Moon. While the Charisma King is summoned, as an action you can command creatures of your choice within 15 feet to bow down. The targeted creatures must make a DC 16 Charisma save or take 4d8 psychic damage and be knocked prone. They take half damage and are not knocked prone on a success. You can use this ability twice per activation of Charisma King.

    Due to the Freeman Forge, you can spend 80 gold per day on this item.

    [Base Material, Adornment, Enchantment, Enhancement, Spell Invocation, Special Crafter]

     


    Carrying Capacity: 150 lb - 130 lb
    Equipment
    Freemen
    Faction
    The Mad Man (10/15/14/11/11/15)
    Stat Array
    A flamboyant Half-Elf with a penchant for dancing • Somewhat revealing dancer-garb • Devilishly handsome

    Bardic Inspiration

    [Bardic Inspiration] [Current D10] + [Font of 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

    [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

    [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 1d8 hit points.

  •  


    Mantle of Inspiration

    [Mantle of Inspiration] [Current Temp HP: 11]
  • 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(3). 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

    [Enthralling Performance]
  • 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.

     


    Countercharm

    [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).

  •  


    Mantle of Majesty

    [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.

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    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

    OmegaSlant.

    Statblock Type

    Verum Character Sheet

    Link/Embed