Alston Ningel
Small Forest Gnome, Bard 14, Chaotic Good
Armor Class 20 (studded leather, gnomish battle cloak +1)
Hit Points 88 (16d6+32)
Speed:
30 ft
Saving Throws Dex +9 1d20+9 , Cha +9 1d20+9
Skills Strength +3
1d20+3
, Dexterity +7
1d20+7
, Constitution +4
1d20+4
, Intelligence +3
1d20+3
, Wisdom +4
1d20+4
, Charisma +7
1d20+7
; Animal Handling +10
1d20+10
, Athletics +9
1d20+9
, Insight +6
1d20+6
, Medicine +6
1d20+6
, Persuasion +13
1d20+13
, Religion +9
1d20+9
Senses darkvision 60 ft., passive Perception 14
Languages Gnomish, Smigrin, Elvish, Goblin; can speak with Small and Tiny beasts
Challenge Rating 9 (5,000 XP)
Spellcasting. Alston is a level 14 spellcaster. His spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks), except for Minor Illusion, which is based on his Intelligence (spell save DC 13, +5 to hit with spell attacks). 1d20+9 Alston knows the following spells:
Cantrips: Mending, Message, Minor Illusion, Prestidigitation, Vicious Mockery
1st level (4/day): Absorb Elements, Detect Magic [R], Shield, Unseen Servant [R]
2nd level (3/day): Animal Messenger [R], Blindness/Deafness, Branding Smite, Enhance Ability, Lesser Restoration
3rd level (3/day): Haste, Hypnotic Pattern, Leomund's Tiny Hut [R], Plant Growth
4th level (3/day): Dimension Door, Freedom of Movement, Polymorph
5th level (2/day): Greater Restoration
6th level (1/day)
7th level (1/day): Teleport
Gnome Cunning. Alston has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Tool Proficiencies. Calligrapher's supplies (+9 Dexterity checks) 1d20+9 , Flute (+9 Charisma checks) 1d20+9 , Horn (+9 Charisma checks) 1d20+9 , Pan flute (+9 Charisma checks) 1d20+9
Bardic Font of Combat Inspiration. Alston can use a bonus action on his turn to choose one creature other than himself within 60 feet of him who can hear him. That creature gains a bardic inspiration die, a d10. 1d10 Once within the next 10 minutes, the creature can roll the die and add the result to one ability check, saving throw, attack roll, or damage roll it makes, or to its AC against an attack made against it (as its reaction). This may be done after the triggering roll is made, but before the result is declared. A creature can only have 1 bardic inspiration die at a time. Alston can use this feature 5 times, and regains these uses when he finishes a short or long rest.
Jack of All Trades. Alston adds half his proficiency bonus, rounded down (+2), to any ability check he makes that doesn't already include his proficiency bonus. (This is included in his skill check modifiers above.)
Song of Rest. If Alston or any friendly creatures who can hear his performance regain hit points at the end of a short rest by spending one or more Hit Dice, each of those creatures regains an additional 1d10 hit points. 1d10
War Caster. Alston has advantage on Constitution saving throws to maintain concentration on a spell when he takes damage. He can perform the somatic components of spells even when he has weapons or a shield in both hands.
Squat Nimbleness. Alston has advantage on Strength (Athletics) or Dexterity (Acrobatics) checks to escape from a grapple.
Inspiring Leader. Alston can spend 10 minutes inspiring his companions, shoring up their resolve to fight. When he does so, he chooses up to six friendly creatures within 30 feet who can see or hear him and who can understand him (which may include himself). Each creature can gain 19 temporary hit points. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Battle Magic. When Alston uses an action to cast a bard spell, he can make one weapon attack as a bonus action.
Saber of Warning*. While Alston has his saber on his person, he has advantage on initiative rolls, and he and companions within 30 feet can't be surprised except when incapacitated (by something other than natural sleep. The weapon awakes them from natural sleep if combat begins).
Ioun Stone: Leadership*. This is the source of 2 points of Alston's Charisma.
Actions
Multiattack. Alston makes two weapon attacks.
Saber of Warning. Melee weapon attack: +9 to hit, reach 5 ft., one target. 1d20+9 Hit: 9 1d8+5 piercing damage.
Dagger. Melee or ranged weapon attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. 1d20+9 Hit: 7 1d4+5 piercing damage.
Shortbow +1. Ranged weapon attack: +10 to hit, range 80/320 ft., one target. 1d20+10 Hit: 9 1d6+6 piercing damage.
Comments