Remove these ads. Join the Worldbuilders Guild

Bonnie Reed

Level 9 Sea Half Elf CG Bard
(Clan Crafter)
39 / 40 HP

Half Sea elf bard who dreams of being a pirate princess


Health Tracker

Hit points Out of of 40 total.

Hit Dice Available Out of of 5 total.

Current Temp HP

Total Temp HP

Applied Conditions

Resources Tracker

Inspiration

Class Resource Remaining

Current Experience Points


 

Available Spellslots Tracker

1-Level Available slots Out of 4 in total.

2-Level Available slots Out of 3 in total.

3-Level Available slots Out of 2 in total.

Bonnie Reed

Bard 9 Class & Level
Clan Crafter Background
Sea Half Elf Race
CG Alignment

Strength 14
+2
Dexterity 12
+1
constitution 13
+1
intelligence 10
+0
wisdom 10
+0
charisma 18
+4
Total Hit Dice 5
Hit Die
1d8+1
+3 proficiency bonus
+2 Strength
+5 Dexterity
+1 Constitution
+0 Intelligence
+0 Wisdom
+4 Charisma
saving throws
+3 Acrobatics
+1 Animal Handling
+1 Arcana
+3 Athletics
+5 Deception
+3 History
+3 Insight
+5 Intimidation
+1 Investigation
+1 Medicine
+1 Nature
+6 Perception
+10 Performance
+5 Persuasion
+1 Religion
+5 Sleight of Hands
+3 Stealth
+1 Survival
skills

 
16
Armor Class
40
Hit Points
+3
Initiative
30
Speed
WeaponAttackDamage
Crossbow 1d20+5 1d8+2
Performer's Sword 1d20+5 1d8+4
Scimitar 1d20+5 1d6+4
Attacks
Bagpipes, Carpenter's Tools, Pan Flute, Viol, Light Armor, Medium Armor, Crossbow, Hand, Longsword, Rapier, Scimitar, Shortsword, Simple Weapons, Common, Dwarvish, Elvish, Halfling, Dexterity, Charisma
Proficiences
+4 MODIFIER
+7 SPELL ATTACK
15 SAVE DC
Spellcasting
Backpack, Bedroll, Carpenter's Tools, Costumes, Traveler's Clothes, Crossbow, Bolts, Crowbar, Hammer, Mess Kit, Performer's Sword, Piton, Pouch, Rations - 20, 50' of Rope, Scale Mail, Scimitar, Tinderbox, Torch, Viol, Waterskin
Equipment
I dont part with my money easily and will haggle tirelessly to get the best deal possible
Personality Traits
Generosity. My talents were given to me so that I could use them to benefit the world
Ideals
I owe my guild a great debt for forging me into the person I am today
Bonds
I'll do anything to get my hands on something rare or priceless
Flaws
Bardic Inspiration 4/4
Two Weapon Fighting
Jack of All TradesPHB, pg. 54
You can add half your proficiency bonus, rounded down ( +1 ), to any ability check you make that doesn’t already include it.

Song of Rest+1d6 HPPHB, pg. 54
If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

Bard CollegePHB, pg. 54
College of Swords
ExpertisePHB, pg. 54
Your proficiency bonus is doubled for any ability check you make with chosen proficiencies (2 at 3rd and 10th level).

Perception
Performance
Bonus ProficienciesXGtE, pg. 15
You gain proficiency with medium armor and the scimitar, and you can use any weapon you're proficient in as a spellcasting focus.
Fighting StyleXGtE, pg. 15
You adopt a style of fighting as your specialty.

Dueling
When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage.

Blade FlourishXGtE, pg. 15
Whenever you take the Attack action on your turn, your walking speed increases by 10 ft. until the end of the turn. If a weapon attack hits, you can use one the following once per turn.

Defensive Flourish. You can expend one use of your Bardic Inspiration and deal extra damage equal to the number you roll on the die. You also add the number to your AC until the start of your next turn.

Slashing Flourish. You can expend one use of your Bardic Inspiration to deal extra damage equal to the number you roll on the die to the target you hit and to any other creature within 5 ft. of you.

Mobile Flourish. You can expend one use of your Bardic Inspiration and deal extra damage equal to the number you roll on the die. You can also push the target up to 5 ft. plus the number rolled. You can then use your reaction to move up to your walking speed to an unoccupied space within 5 ft. of the target.

Defensive Flourish: (No Action)
Slashing Flourish: (No Action)
Mobile Flourish: (No Action)
Ability Score ImprovementPHB, pg. 54
Ability Score Improvement
Charisma Score
Charisma Score
Font of InspirationPHB
You regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
RACIAL TRAITS
DarkvisionPHB, pg. 39
You can see in darkness (shades of gray) up to 60 ft.

Fey AncestryPHB, pg. 39
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Swimming SpeedSCAG
You have a swimming speed of 30 ft.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Mending

0-level (Cantrip) Transmutation

Casting Time 1 Minute
Range Touch
Duration Instantaneous
Components VSM
Materials (two lodestones)

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.   This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Class(es): Bard, Wizard, Cleric, Warlock

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 10'
Duration 1 Hour
Components VS
Materials none

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:   You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.   If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Bard, Wizard, Cleric, Warlock, Sorceror

Vicious Mockery

0-level (Cantrip) Enchantment (ritual)

Casting Time 1 action
Range 60'
Duration Instantaneous
Components V
Materials none

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.   This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
At higher levels: This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Class(es): Bard

LevelDamage
1roll: 1d4
2roll: 2d4

Level 1 Spells

SRD

Comprehend Languages

1-level Divination

Casting Time 1 action
Range Self
Duration 1 hour
Components V, S, M
Materials A pinch of soot and salt

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

Class(es): Bard, Sorcerer, Warlock, Wizard

PHB, page 250 SRD

Healing Word

1-level Evocation

Casting Time 1 bonus action
Range 60ft
Duration Instantaneous
Components V

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Class(es): Bard, Cleric, Druid

PHB, page 233 SRD

Disguise Self

1-level Illusion

Casting Time 1 action
Range Self
Duration 1 hour
Components V, S

You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

  The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

  To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Class(es): Artificer, Bard, Sorcerer, Wizard

Dissonant Whispers

1-level Enchantment

Casting Time 1 action
Range 60 feet
Duration Instantaneous
Components V

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Class(es): Bard,

Level 2 Spells

Dissonant Whispers

1-level Enchantment

Casting Time 1 action
Range 60 feet
Duration Instantaneous
Components V

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Class(es): Bard,

PHB, page 250 SRD

Healing Word

1-level Evocation

Casting Time 1 bonus action
Range 60ft
Duration Instantaneous
Components V

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Class(es): Bard, Cleric, Druid

SRD

Locate Object

2-level Divination

Casting Time 1 action
Range Self
Duration Concentration, Concentration, up to 10 minutes
Components V, S, M
Materials A forked twig

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.  
The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.  
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Class(es): Bard, Cleric, Druid, Paladin, Ranger, Wizard

SRD

Shatter

2-level Evocation

Casting Time 1 action
Range 60ft
Duration Instantaneous
Components V, S, M
Materials A chip of mica

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.  
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
3rd level: [roll 4d8] thunder damage
4th level: [roll 5d8] thunder damage
5th level: [roll 6d8] thunder damage
6th level: [roll 7d8] thunder damage
7th level: [roll 8d8] thunder damage
8th level: [roll 9d8] thunder damage
9th level: [roll 10d8] thunder damage

Class(es): Bard, Sorcerer, Warlock, Wizard

Level 3 Spells

SRD

Sending

3-level Evocation

Casting Time 1 action
Range Unlimited
Duration 1 round
Components V, S, M
Materials A short piece of copper wire

You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.  
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

Class(es): Cleric, Wizard

SRD

Shatter

2-level Evocation

Casting Time 1 action
Range 60ft
Duration Instantaneous
Components V, S, M
Materials A chip of mica

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.  
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
3rd level: [roll 4d8] thunder damage
4th level: [roll 5d8] thunder damage
5th level: [roll 6d8] thunder damage
6th level: [roll 7d8] thunder damage
7th level: [roll 8d8] thunder damage
8th level: [roll 9d8] thunder damage
9th level: [roll 10d8] thunder damage

Class(es): Bard, Sorcerer, Warlock, Wizard

SRD

Tongues

3-level Divination

Casting Time 1 action
Range Touch
Duration 1 hour
Components V, M
Materials A small model of a ziggurat

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

Class(es): Bard, Cleric, Sorcerer, Warlock, Wizard

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

Wed 6th Nov 2019 01:43

Homesick

by Bonnie Reed

My mom used to say that salt water could cure everything, be it sweat, tears, or the sea. I'm not sure that is the case for me anymore.
 
I can hear the voices of my village, my family chiding me for leaving. No one who leaves the Tooth ever stays away for long. I was told that the world will change people, leave them broken, and that happiness and safety lay in the simple life of the island.
 
They're not entirely wrong. I miss the simplicity, the people, the routine. And I've definitely changed.
 
I still believe there is magic in stories, and well, now I can see the proof of that. But words on pages, in books, well they're not as bloodless as I thought. It scares me a little.
 
The world needs stories and songs of hope in times like this.
 
So I'll write them.
 
Yes, this adventure of mine has changed me.
 
But it hasn't broken me. I wont let it.
 

The major events and journals in Bonnie's history, from the beginning to today.

Bonnie joins the ranks of Heroes!

Bonnie enters the scene of legendary heroes! Welcome to the family of the Eternals!

01:14 am - 27.05.2019

Homesick

My mom used to say that salt water could cure everything, be it sweat, tears, or the sea. I'm not sure that is the case for me anymore. I can hear the voices of my village, my family chiding me for leaving. No one who leaves the Tooth every stays away...

01:45 am - 31.10.2019

Got engaged

Marric popped the question!

08:00 pm - 26.01.2020