Ragnar wird in Feldweiler entführt
Structure
Exposition
Rising Action
Climax
Falling Action
Resolution
Backdrops
Encounters
Der Flüsterer CR: 5
STR
9 -1
DEX
18 +4
CON
14 +2
INT
13 +1
WIS
11 +0
CHA
20 +5
Spellcasting. He is a 13th-level spellcaster. His spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He has the following bard spells prepared:
Cantrips (at will): Blade Ward, Mage Hand, Message, Vicious Mockery
1st-level (4 slots): Disguise Self, Dissonant Whispers, Sleep
2nd-level (3 slots): Cloud of Daggers, Detect Thoughts, Enthrall, Hold Person, Misty Step
3d-level (3 slots): Enemies Abound (XG), Feign Death
4th-level (3 slots): Dimension Door, Locate Creature
5th-level (2 slots): Dominate Person, Synaptic Static (XG)
6th-level (1slots): Mass Suggestion
7th-level (1slots): Teleport
Alert. Can’t be surprised while he is conscious. Other Creatures don’t gain advantage on attack rolls against him as a Result of being hidden from him.
Psychic Blade. When he hits a creature with a weapon attack, he can expend one use of your Bardic Inspiration to deal an extra 5d6 psychic damage to that target. He can do so only once per round on his turn.
Cloak of Displacement. While he wears this cloak, it projects an illusion that makes him appear to be standing in a place near his actual location, causing any creature to have disadvantage on attack rolls against him. If he takes damage, the property ceases to function until the start of his next turn. This property is surpressed while he is incapacitated, restrained, or otherwise unable to move.
Bardic Inspiration (5/Rest). As a bonus action, he chooses one creature other than himself within 60 feet of him who can hear him.
That creature gains one Bardic Inspiration die, a d10.
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. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
Actions
Longsword +3. Melee Weapon Attack: +12 to Hit, one target. Hit: 11 (1d8+7) piercing damage Countercharm. He can start a performance that lasts until the end of his next turn. During that time, he 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 him to gain this benefit. The performance ends early if he is incapacitated or silenced or if he voluntarily ends it (no actions required).
Reactions
Mantle of Whispers (1/Rest). When a humanoid dies within 30 feet of him, he can magically capture its shadow using his reaction. He retains this shadow until he finishes a short or long rest.
He can use the shadow as an action. When he does so, it vanishes, magically transforming it into a disguise that appears on him. He now looks like the dead person, but healthy and alive. This disguise lasts for one hour or until he dismisses it with a bonus action. While he is in the disguise, he gains access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that he can pass himself off as the person by drawing on its memories. Check contested by your charisma.
Another creature can see through this disguise by succeeding on a wisdom (Insight) contested by your Charisma (Deception) check. You gain a +5 bonus to your check.
Ragnar
Small Halbling (Stout) , Chaotic Neutral
Ideals
Chains are meant to be broken, as are those who would forge it.
Bonds
Rabea (duh)
Flaws
I'm never satisfied with what i have, i always want more.
Tool Proficiencies. Thieves Tools (+11), Dice Set, Disguise Kit, Poisoners Kit
Lucky. When he rolls a 1 on the d20 for an attack roll, ability check, or saving throw, he can reroll the die and must use
the new roll.
Brave. He has advantage on saving throws against being frightened.
Halfling Nimbleness. He can move through the space of any creature that is of a size larger than him.
Stout Resilience. He has advantage on saving throws against poison.
Sneak Attack. Once per turn, he can deal an extra 4d6 damage to one creature he hits with an attack if he has advantage
on the attack roll. The attack must use a finesse or a ranged weapon.
He doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and he doesn’t have disadvantage on the attack roll.
Cunning Action. He can take the Dash, Disengage or Hide action as a bonus action.
Assassinate. He has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit he scores against a creature that is surprised is a critical hit.
Evasion. When he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage,
he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Crossbow Expert. He ignores the loading properities of crossbows. Being within 5 feet of a hostile creature doesn't impose disadvantage on his ranged attack rolls. When he uses the Attack action and attacks wit a one handed weapon, he can use a bonus action to attack with a hand crossbow he is holding.
Cloak of Elvenkind. While he wears this cloak with its hood up, Wisdom (Perception) checks made to see him have disadvantage. and he has advantage on Dexterity (Stealth) checks made to hide. Pulling the hood up or down requires an action.
Actions
Hand Crossbow. Ranged Weapon Attack: +9 to Hit, range 30/120., one target. Hit: 9 (1d6+6) piercing damage.
Boots of Levitation. He can use an action to cast the Levitate spell on himself at will.
Snake Venom. He applies the poison to one of his weapons or ammunitions. A creature hit by the poisoned weapon or ammunition must succed on a DC 11 Constitution saving throw, taking 10 (3d6) posion damage on a failed save, or half as much damage on a succesfull one. Once applied, the poison retains potency for 1 minute before drying.
Reactions
Uncanny Dodge. When an attacker he can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.
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