Lucy Beaumont Character in Verum | World Anvil

Lucy Beaumont

Lucilia Beaumont (a.k.a. "Loo/Lu")

Physical Description

General Physical Condition

Lucy is in close-to-peak physical condition with an emphasis on finesse. She is incredibly agile and sports a figure that is rather alluring to the eyes. Hidden beneath her clothing, however, are a number of scars from countless battles that she makes extra effort to hide.

Body Features

Milky skin, but very light and slightly pale in tone.

Facial Features

[to be filled out when I figure out how to accurately describe them]

Physical quirks

She often hums, and depending on her mood she might sway a little bit with each step from side to side. If she's in a really good mood, she might even dance.

Special abilities

Has access to 1st-level and 2nd-level Bard spells, as well as 1st-level Wizard spells. She also has four 1st-level spell slots, three 2nd-level spell slots, and two 3rd-level spell slots.

Apparel & Accessories

Lucy wears a black dress robe on top of a shirt that seems ever so slightly too small for her, and black pants. She also has studded leather armor on underneath the shirt. She's not a dressy type of girl; she likes practical clothes, and dress robes are comfy.   She also has a golden thread through a plait in her hair.

Specialized Equipment

Wields a scythe. She wears studded leather armor underneath all of her clothes. She is mechanically specialised with all simple and martial weapons, as well as with light armor, medium armor, and shields.

Mental characteristics

Personal history

Comes from Bloodwave Bay's Brutal Coast, made a name for herself, sister got kidnapped, she got out and didn't go back until over 7 years later. Took her about 5 or 6 years to trust someone after she left because holy shit you don't trust people in Bloodwave Bay when you're growing up.   Was formerly Von Sterben, now Beaumont.

Gender Identity

Female.

Sexuality

Yes

Education

Surprisingly well-learned, due to having a prodigal wizard for a twin, despite their growing up in an orphanage in Bloodwave Bay. Her calligraphy is impeccable.

Accomplishments & Achievements

• Became an Aunt.
• Became an Aunt again.
• Became Baron to a tribe of orcs after convincing them to get along and work together as much as they could.
• Fell in love.
• Assisted in clearing Dolten of the witches that sought to wreak havoc upon Greysmoke.
• Became a mother.
• Got married.

Failures & Embarrassments

• Failed to be there when her sister was taken.
• Failed to truly end an occurrence in a Doltenian manor.
• Failed to understand.

Mental Trauma

Unknown.

Intellectual Characteristics

Logical, musical, emotional with those she is closest to.

Morality & Philosophy

Feels no remorse over loss of life. Not because she's edgy or thinks people are weak if they die or what have you, she honestly wishes she could feel it, she's just never been capable of it. It makes her rather ruthless in combat and she wishes she could learn to temper that.   She does feel loss if she loses someone close to her, but it isn't the loss of life, it's the loss of that person specifically if that makes any sense.

Taboos

Breaking a promise willingly. Breaking honor.

Personality Characteristics

Motivation

The love of her life, to get her twin sister back, and to hopefully make a freer society than what there is already.

Savvies & Ineptitudes

Really bad at not being rude.

Likes & Dislikes

Likes the color red and the color black. Dislikes...the color brown, I guess?   Likes chicken and various types of red and white meat, as well as spicy food. Dislikes garlic bread, if that even exists in Verum.

Virtues & Personality perks

Patient, ambidextrous, quick to act, and very capable in combat. She likes combat, and is a very understanding person, as well as a tactical individual. Fiercely loyal.

Vices & Personality flaws

Highly protective.

Personality Quirks

Her eyes turn more vibrant the faster her heartbeat is.

Hygiene

Very well-kept.

Social

Contacts & Relations

Oh boy, there's a few.

Family Ties

  • Eldigan - Husband (Wife)
  • Solune - Son
  • DekDek Sqoween - Like a sister
  • Ozilith - Like a brother
  • Godparent of Ozilith and DekDek's children
  • Comet - Nephew

Religious Views

Crowley's cool, I guess.

Social Aptitude

She's a bit introverted, but is capable of talking to people rather well. She just comes off as rude very easily.

Wealth & Financial state

Lucy doesn't care much for her economic class. She is relatively frugal until it comes to her loved ones, at which point she spares no expense in ensuring that they enjoy themselves.
Species
Church/Cult
Year of Birth
1176 29 Years old
Birthplace
Brutal Coast, Bloodwave Bay
Children
Current Residence
Silver Hall in Daborak.
Gender
Female
Eyes
Formerly blue, permanently red.
Hair
Long, slightly wavy, raven black. Has a golden thread plaited into a single lock
Height
5'5", or about 165cm
Weight
130lbs, or about 60 kg.
Quotes & Catchphrases
"Name's Lucy, pleasure's mine."
Known Languages
Common (Sea), Wicked (Infernal), Thieves Cant.

Lucy Beaumont

Variant Human Race
Bloodwave Bay/Brutal Coast Origin
Rogue 1/Fighter 4/Bard 7 (Total: 12) Class & Level
True Neutral Alignment
Crowley Deity
Steel Saints Faction
Sergeant Rank/Position
20 Loyalty
Company

Strength 10
+0
Dexterity 18
+4
constitution 18
+4
intelligence 14
+2
wisdom 10
+0
charisma 18
+4
Total Hit Dice 12
Hit Die
1d8d8, 4d10+4
+4 proficiency bonus
+0 Strength
+8 Dexterity
+8 Constitution
+6 Intelligence
+0 Wisdom
+4 Charisma
saving throws
+8 Acrobatics
+2 Animal Handling
+4 Arcana
+4 Athletics
+6 Deception
+4 History
+8 Insight
+8 Intimidation
+10 Investigation
+8 Martial
+2 Medicine
+4 Nature
+4 Perception
+8 Performance
+6 Persuasion
+4 Religion
+6 Sleight of Hands
+12 Stealth
+2 Survival
skills

 
66
MV
3
Prestige
3
Attunement Slots
23
Armor Class
120
Hit Points
+6
Initiative
35
Speed
WeaponAttackDamage
Rapier 1d20+8 1d8+6
Dagger 1d20+8 1d4+6
Clasp of Carnage Series: Deliverer's Scythe 1d20+8 1d8+6
Longbow 1d20+8 1d8+4
Forbiddance 1d20+10 1d8+8
Attacks
View Proficiencies
Weapons: Simple weapons, Martial weapons.
Armor: Light armor, medium armor, shields.

Instruments: Lyre [Bard]

Languages: Common (Sea), Wicked (Infernal) [Human], Thieves' Cant [Rogue]

Skills: Athletics [Bloodwave Bay] Acrobatics [Human], Insight (Crowley Lip Service), Intimidation [Brutal Coast], Investigation, Martial (Expertise) [Rogue level 1], Perception, Stealth (Expertise) [Rogue level 1], Performance [Multiclass Bard], Investigation (Expertise) [Bard Level 3], Insight (Expertise) [Bard Level 3]

Tools: Gaming Set, Vehicles (Land) [Steel Saints], Thieves' Tools [Rogue], Calligrapher's Supplies [Academies, Expertise]

 

Proficiences
View Spells
  • Cantrips (Eldritch Knight): Booming Blade, Green-Flame Blade.

  • Cantrips (Bard): Light, Minor Illusion, Prestidigitation


Eldritch Knight spells:
  1. Absorb Elements [item], Detect Magic, Magic Missile, Protection from Evil and Good, Shield

Bard spells:
  1. Comprehend Languages, Feather Fall, Healing Word, Longstrider

  2. Enhance Ability, Invisibility

  3. Dispel Magic, Fear, Sending

  4. Greater Invisibility


 

Spellcasting
Money: 670pp, 24740gp (31440gp total)
Crafting Tokens: 34
Ammunition: 40 Arrows (2 lbs.), 100 bolts (12.5 lbs.)
Weaponry: 2 Daggers (2 lbs.)
A Rapier (2 lbs.)
2 Hand Crossbows
Clasp of Carnage Series: Deliverer's Scythe
Scythe (Rapier) - Major Rare (2,750gp) - Attunement
1d8 Slashing - 5 lbs

Worthy 2

An instrument of death, a curved blade perfect for cleaving the heads off of those in your wake. A symbol for a fate we all share.

When you cast the Booming Blade cantrip while attacking with this scythe, its range is increased to 10 feet and deals an additional 1d4 thunder damage.

Judge. You gain proficiency in the Martial skill if you are not already proficient. If you are already proficient, you gain a +2 bonus to Wisdom (Martial) checks.

Jury. As a bonus action, you can mark an enemy that you can see with 90 feet of you for death. For one minute, your attacks with this weapon on the marked enemy score a critical hit on a roll of 19 or 20. Once you use this ability, you cannot do so again until you finish a long rest.

Executioner. When you score a critical hit with this weapon on an enemy marked by Jury, you can use your reaction to deal an additional 2d4 necrotic damage and restore hit points equal to half the total damage dealt (rounded down), to a maximum of 25 hit points. Once you use this ability, you cannot do so again until you finish a long rest.


 

The Piece of Arbitrary Tail
Armlet - Major Rare (2,100 gp)
A succubus' tail was wrapped around the wrist with the ends tied off, and, well... that's it. It took many days and expensive research trips to the local library for that to be figured out.

Tying the tail to your wrist takes 1 minute to do, but untying only takes an action.

The hand of which the tail is tied to has the nails slightly elongated to sharpened points. If the hand is free, it can be used to make a claw attack as a natural weapon, dealing 1d6 slashing damage and an extra 1d4 fire damage. The claw is considered a magical weapon, and you are proficient with it.

As long as the hand is placed upon another humanoid's shoulder, you have advantage on Charisma (Persuasion) and Charisma (Deception) ability checks against them. If the humanoid your hand is placed on is an enemy when you roll initiative, you have advantage on the initiative roll.

If you take all enemies at the start of combat by surprise, you do not provoke opportunity attacks for moving out of a hostile creature's reach until the end of your first turn of combat.


 

Armor: Saint Mail
Clasp of Carnage Paragon: Raiment of the Reaper
+2 Studded Leather - Major Very Rare Artifact (21,000gp) - Attunement

Made from the blackened hide of a horrid undead beast and baptized in unholy rituals, the armor has a shadow of its own, swirling around it like fluid smoke.

Your Constitution score is increased by 4, up to your ability score cap.

Dance with Death. When you are initially affected by the haste spell, you can choose to gain the following benefits while under its effects:

• You gain an additional 10 feet of movement to your walking speed (unaffected by Haste).
• You deal an additional 1d6 necrotic damage with melee weapon attacks.

This ability can only be activated once and refreshes on a long rest.

The Reaping. You thrive off the pain of your enemies. As a bonus action, you can mark an enemy for death. For one minute, whenever you deal damage with a slashing or piercing weapon or deal necrotic damage with a spell to this creature, you can heal yourself an amount of hit points equal to your Constitution modifier. You can use this ability three times per short or long rest.

Sinister Silence. Quietly, the reaper comes. Your footsteps make no noise, while moving you have advantage on Dexterity (Stealth) checks, and you can move normally while stealthed.

Touch of Death. As an action, you can extend a shadow-wreathed hand to make a melee spell attack, using Constitution as the spellcasting ability modifier, onto a creature within 5 feet of yourself. On a hit, the creature takes 4d6 necrotic damage and is restrained until the start of your next turn as the shadows from your hand envelop them. You have advantage on this attack if the creature is good aligned. You can use this ability three times per long rest.

Thrill of the Kill. Immediately after landing a killing blow, you can use your reaction to become a living shadow, moving up to half your movespeed without provoking opportunity attacks towards another hostile creature. You can do this a number of times equal to your Constitution modifier, regaining all charges on a short or long rest.

Reaper's Shroud. As a bonus action, you can cause the shroud within the armor to billow out and envelop your arms, legs, and body in the form of a hooded black dress robe that flows like a calm, black flame. It feels soft like silk, and keeps you as comfortable as fine clothes. While shrouded in this way, you can detect the presence of all undead within 30 feet of you. The effect can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. This effect stops functioning if you doff the armor or use a bonus action to turn it off.

Lock and Load. Whenever you take damage from an enemy that exceeds your Constitution score, add your Constitution modifier as extra necrotic damage to your next weapon attack against that enemy. This can occur up to two times, thus affecting up to your next two attacks against the same enemy.

You can store and draw one-handed weapons freely up to four times during your turn before needing to use an item interaction as normal. You also ignore the loading quality of such weapons. If you wield a separate one-handed weapon in each hand that each have the ammunition property, they magically reload with each attack if you possess the requisite ammunition (you still choose which ammunition is loaded), and not requiring a free hand to do so.


 

Others:
Edelweiss: Ring of Starlight
Rings - Legendary (12,800GP) - Bonded Attunement: Bard
A relatively plain ring carefully wrought in silver. Intertwining ribbing run along its surface, reminiscent of the many lines of a weave. They connect and form a semi-circular shape -a crescent moon- that cradles within it a small and singular moonstone. Trapped within it, an iridescent moon drop, constantly reflecting the night's sky, even during the day.

When you both are attuned to these rings, your Constitution score increases by 2 to a maximum of 20, and your Charisma score increases by 2 to a maximum of 20. Both of these are affected by ability score cap increases. Additionally, you both gain the following benefits:

You gain an additional Bardic Inspiration.

Bardic empowerment. When you would expend a Bardic Inspiration, or activate a Bardic ability that expends a Bardic Inspiration, increase the die by one step (d6 to d8) or the effect by its next level on the scale, as appropriate. If the ability cannot scale any higher, add 3 to the result instead. This ability has an amount of uses equal to your Charisma modifier, and refreshes on a long rest.

Beck and Call. As a bonus action, you can cast Sending to the other attuned creature. This communication can bypass planes. This ability has 5 uses that refresh on a long rest.

Unbreakable. If your bonded is dying and you are within 15 feet, you can use a bonus action to sacrifice any amount of your own hit points to heal them for the amount lost.
============
Ring of Starlight

Lunar Warrior. You know the Absorb Elements spell and can cast it though this ring at 1st level 4 times per long rest. If you already know the spell, it does not count towards your spells known count.

When casting Absorb Elements, you gain resistance as normal, but also reduce the damage received by your proficiency bonus after resistance is applied.

In addition, your next melee attack deals 1d10 instead of 1d6 extra damage.
============
In addition, The rings lose their glow when one of the attuned owners die. They only ever recuperate it if both are attuned once again by two creatures.


 

Radiant
Lace glove (Wondrous) - Major Rare (2750gp)

A glove interlaced with a radiant thread throughout, and an arcane rune in the center of the back of the hand. The rune glows and sends motes of light along the threads when the wearer activates it, opening a small tear in the air to a pocket dimension where they can store their belongings, or to help soothe their ailments.

The glove allows the user to open an interdimensional space, which functions as a bag of holding, with a capacity of 400 pounds, and 60 cubic feet. The glove weighs almost nothing, regardless of its contents. If an item is less than 2lbs it can be retrieved or stowed as an interaction, if it is greater than 10lbs it cannot be stowed in combat. Outside of combat, the wearer can access the interdimensional space as long as they are conscious and willing. Only the user can see the interdimensional space, and to the onlooker, it looks as though the gloved hand disappears into the ether when reaching into the pocket space.

Guiding light. As an action, you touch a creature and can end one condition afflicting it. The condition can be Blinded, Charmed, Deafened, Frightened and Stunned. Additionally, you can instead use it on yourself at the beginning of your turn, and end one of the above conditions. Once you have used either of these abilities, you can't do so again until next dawn.


 

Lucy's Boots
Shoes (Wondrous) - Major Uncommon (800 gp)

A pair of black boots that come up just above ankle height. They have an element of elegance about them that isn't often present in boots like these, as they aren't heeled, but they appear elegant all the same.

Your walking speed increases by 5 feet.


 

Sash of Saints
Wondrous - Minor Very Rare (6000-7000gp) - Attunement

A sash marked by the grace of the Saints of Orde.

When you restore hit points to an ally through any means other than a consumable item, you gain a bonus to AC equal to half the hit points you healed up to a maximum of +3 until the beginning of your next turn.

As an action, you can touch an ally that is at 0 hit points, but not stabilized. The ally regains 15 hit points. Once you do so, you cannot do so again until you finish a long rest.


 

Forbiddance
+1 Longsword - Covenant - Attunement
Finesse

Worthy 2 - Arcadum

Forbid. Whenever you score a critical hit with this weapon, you can spend your reaction to forbid a creature you can see within 30 feet from taking a certain kind of action of your choice for 1 round. The target must make a DC 14 Wisdom saving throw to resist this effect.

Attack: The target cannot take any action that involves an attack roll, or uses a spell or ability that targets an enemy or an area that includes an enemy.

Cast: The target cannot cast spells.

Communicate: The target cannot communicate with anyone by any means, including speaking, skill checks to pass secret messages, writing, telepathy, and gestures. This effect does not prevent verbalizations for purposes other than communication, such as command words or verbal components for spellcasting.

Draw: The target cannot ready or prepare any item, weapon, component, or equipment.

Move: The target cannot willingly move, and does not resist being moved by others.

-

Level 12 Changes

+1 bonus becomes a +2 bonus.

DC of Forbid becomes 17.

Halt. When you deal damage to a humanoid creature with this weapon, you can activate this ability (no action required by you). The creature must succeed on a Wisdom saving throw with a DC equal to the DC of Forbid or fall under the effects of the Hold Person spell, requiring your concentration. You can use this ability three times per combat.

Improved Defensive Duelist. If you use the Defensive duelist feat to increase your AC as a reaction, you increase the bonus to your AC by 2.


 

Consumables
  • 3 Potions of Healing (6 lbs.)

  • 2 Potions of Fire Breath (4 lbs.)

  • 6 Potion of Invulnerability (12 lbs.)

  • 4 Potions of Heroism (8 lbs.)

  • 4 Potions of Speed (8 lbs.)

  • 1 Potion of Thunder Resistance (2 lbs.)

  • 3 Potions of Flying (6 lbs.)

  • 2 Potions of Greater Healing (4 lbs.)

  • 7 Potions of Superior Healing (14 lbs.)

  • 6 Potions of Supreme Healing (12 lbs.)

  • 2 Potions of Invisibility (4 lbs.)

  • 3 Scrolls of Holy Weapon (3 lbs.)

  • 7 Scrolls of Enhance Ability (7 lbs.)

  • 18 Scrolls of Protection from Evil and Good (18 lbs.)

  • 6 Scrolls of Longstrider (6 lbs.)

  • 1 Scroll of Lesser Restoration (1 lb.)

  • 1 Scroll of Haste (1 lb.)

  • 5 Scrolls of Dissonant Whispers (5 lbs.)

  • 6 Scrolls of Invisibility (6 lbs.)

  • 9 Scrolls of Comprehend Languages (9 lbs.)

  • 6 Scrolls of Feather Fall (6 lbs.)

  • 15 Scrolls of Healing Word (15 lbs.)

  • 1 Scroll of Dispel Magic (1 lb.)

  • 1 Scroll of Sending (1 lb.)


Bandoliers:
  1. 1 Potion of Superior Healing, 1 Potion of Invulnerability, 1 Potion of Supreme Healing

  2. 1 Potion of Superior Healing, 1 Potion of Fire Breath

  3. 1 Potion of Greater Healing, 1 Potion of Healing, 1 Potion of Fire Breath

  4. 1 Potion of Healing, 1 Potion of Fire Breath, 1 Potion of Thunder Resistance

  5. 1 Potion of Speed, 1 Potion of Flying, 1 Potion of Invulnerability

  6. 1 Potion of Supreme Healing, 1 Potion of Heroism, 1 Potion of Speed


 

Other Items
  • Thieves' Tools (1 lb.),

  • Masterwork Herbalism Kit (3 lbs.),

  • Masterwork Calligrapher's Supplies (5 lbs.),

  • Bone dice,

  • Gem-Encrusted Bowl worth 1000gp (Heroes Feast component),

  • 6 Bandoliers (6 lbs.)

  • A set of common clothes (3 lbs.),

  • A belt pouch,

  • A Herbalism kit (3 lbs.),

  • A quiver,

  • A flower,

  • A Longbow (3 lbs.),

  • A Shield (2 lbs.)

  • A Lyre (2 lbs.),

  • A pouch of Money Holding (1 lbs.?),

  • Calligrapher's Supplies (5 lbs.),

  • Caltrops (19, 1.9lbs),

  • Shard of Chaos (Superior material),

  • Grimduff (1/2 uses Special Crafter),

  • The Forgemasters of Deaur'Geddon (1 use Special Crafter),

  • 1x Lightweave Thread (Poor Material)

  • Bed Socks

  • Broche Doree

  • Spymaster Perda (Flawless special crafter)

     


All items not in an active Bandolier are held within Radiant. Capacity: ~238.9/400lbs.
Equipment
Steel Saints
Faction
Specialist
Stat Array
Brutal Coast

You are relentless and savage. Once per round when you hit a creature with a weapon attack, the creature takes an extra 2 damage if it's below its hit point maximum.

 

Resilient (Constitution)

Choose one ability score. You gain the following benefits:

Increase the chosen ability score by 1, to a maximum of 20.

You gain proficiency in saving throws using the chosen ability.


 

Rogue

Expertise: At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don'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 you don't have disadvantage on the attack roll.

 

Fighter/Eldritch Knight

Fighting Style: You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. (Chosen: Defense - While you are wearing armor, you gain a +1 bonus to AC.)

Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Spellcasting: Too much to paste. See the Spellcasting section for spells chosen.

Weapon Bond: At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. (Bonded Weapons: Longbow, Deliverer's Scythe)

 

Bard/College of Swords

Bardic 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 d8.

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.

Spellcasting: Too much to paste. See the Spellcasting section for spells chosen.

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: 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.

Bonus Proficiencies: When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.

If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.

Fighting Style: At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again. (Chosen: Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.)

Blade Flourish: At 3rd level, you learn to perform impressive displays of martial prowess and speed.

Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.

Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.

Expertise: At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

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.

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).

Extra Attack: Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

 


Is currently pregnant.
Class/Racial Features & Traits

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