Solaris Fantastica Character in Verum | World Anvil

Solaris Fantastica

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Solaris Fantastica

Human Race
Majital/Arcane Student Origin
Bard 1, Shadow Sorceror 1, Nature Cleric 1, Celestial Warlock 1, Druid 1 Total 5 Class & Level
Neutral Good Alignment
Silloway Deity
Bard's College Faction
Member Rank/Position
2 Loyalty
Nil Company

Strength 12
+1
Dexterity 12
+1
constitution 12
+1
intelligence 16
+3
wisdom 16
+3
charisma 16
+3
Total Hit Dice 3D8, 1D6
Hit Die
1dd8, d6+1
+2 proficiency bonus
+0 Strength
+0 Dexterity
+0 Constitution
+0 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+0 Acrobatics
+2 Animal Handling
+2 Arcana
+2 Athletics
+0 Deception
+0 History
+0 Insight
+0 Intimidation
+0 Investigation
+0 Martial
+2 Medicine
+2 Nature
+0 Perception
+2 Performance
+2 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+2 Survival
skills

 
10
MV
0
Prestige
1
Attunement Slots
15
Armor Class
34
Hit Points
+1
Initiative
30
Speed
Attacks
Performance, Persuasion, Nature (Bard), Medicine, Animal Handling (Arcane Student), Arcana (Majital) Survival (Nature Cleric) Atheletics (Silloway Worship)
Cooks Utensils, Brewer's Kit (Bard's College)
Viol, Harp, Voice (Bard), Piano, Guitar, Flute (Bard's College)
Language: Common (Wind), Sylvan (Seelie) Druidic (druid)
Arms: Simple Weapons, Rapier, Longsword, Shortswords, Hand Crossbow, Light armor (bard)
Proficiences
Cantrip: Sword Burst (Arcane Student) Vicious Mockery, Mending (Bard) Chill Touch, Minor Illusion, Dancing Lights, Mage Hand (Sorcerer) Guidance, Spare the Dying, Toll the dead (Cleric) Primal Savagery (Nature Cleric) Eldritch Blast, Frostbite, Sacred Flame, Light (Celestial Warlock) Control Flame, Gust (Druid)

1st Level: Cure Wounds, Comprehend Languages, Healing Word, Faerie Fire(Bard), Jump, Chromatic Orb (Sorcerer) Speak with animals, Animal friendship, Bless, Shield of Faith, Create and destroy water, Protection from good and evil (Cleric) Hex, Guiding Bolt (Celestial Warlock) Goodberry, Ice Knife, absorb elements, Earth Tremour (Druid)
Spellcasting
Quarterstaff, Leather Armor, Dagger, Viol, Harp, Diplomat's Pack, Fine clothing, Silvered Quarterstaff
Cook's Utensils, Brewer's Kit, Flute, Holy Symbol of Silloway Amulet, BreastPlate

Fadesteel Choker:
Whenever you would use this instrument to use a bardic inspiration, whenever the die is rolled, increase the die result by 1. (This is not a modifier; a d6 cannot be a 7)

Bards College Badge :
Membership in the Bards College is marked by a badge carried by every member. This badge not only marks them with authority as a historian, but also may assist in granting the bard access to certain restricted places. once per long rest you may brandish your badge in stupendous fashion, announcing your presence. Doing so grants you advantage on persuasion checks to enter a forbidden area, or something similar as your DM sees fit. This effect lasts for 1 minute and only affects those that observed it.

Consumables:
1 Potion of Growth
2 Healing potions in inventory
1 Bandolier: 2 Healing Potions 1 Greater Healing Potion
100gp worth of gems
Gold: 301gp
Crafting Tokens: 11
Equipment
Bard's College
Faction
Madman
Stat Array
Bunny ears (Mechanically does nothing different from human ears)
Age 21

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 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.

Eyes of the Dark:
Starting at 1st level (Sorcerer Shadow), you have darkvision with a range of 120 feet.

Strength of the Grave:
Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.

Healing Light
At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.


MV of Current Level: 0
Class/Racial Features & Traits

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