* [[:rpg:magic_academy|Return to the Magic Academy]] ======Ebony of the Traveling Folk====== 5' 4", black haired, blue eyed. Primary Class: Bard 3rd level Secondary Class: Wizard 1st level HP 33 AC 16 Str 12 Dex 18 Con 17 Int 16 Wis 14 Cha 19 Proficiency: +2 =====Skill Proficiencies===== * Acrobatics (Dex): +4 Dex +2 Prof +0 Expert +0 Training * Animal Handling (Wis): +1 Wis +2 Prof +0 Expert +0 Training * Arcana (Int): +3 Int +2 Prof +0 Expert +0 Training * Athletics (Str): +1 Str +1* Prof +0 Expert +0 Training * Deception (Cha): +4 Cha +2 Prof +0 Expert +0 Training * History (Int): +3 Int +2 Prof +0 Expert +0 Training * Insight (Wis): +2 Wis +2 Prof +0 Expert +0 Training * Intimidation (Cha): +4 Cha +1* Prof +0 Expert +0 Training * Investigation (Int): +3 Int +2 Prof +0 Expert +0 Training * Medicine (Wis): +2 Wis +1* Prof +0 Expert +0 Training * Nature (Int): +3 Int +1* Prof +0 Expert +0 Training * Perception (Wis): +2 Wis +2 Prof +0 Expert +0 Training * Performance (Cha): +4 Cha +2 Prof +0 Expert +0 Training * Persuasion (Cha): +4 Cha +1* Prof +0 Expert +0 Training * Religion (Int): +3 Int +1* Prof +0 Expert +0 Training * Sleight of Hand (Dex): +4 Dex +2 Prof +0 Expert +0 Training * Stealth (Dex): +4 Dex +1* Prof +0 Expert +0 Training * Survival (Wis): +2 Wis +1* Prof +0 Expert +0 Training * Technology (Int): +3 Int +2 Prof +0 Expert +0 Training =====Tool Proficiencies===== * Four musical instruments. * Disguise kit. =====Spell Slots===== * 3 1st-level bard * 2 1st-level wizard =====Human Racial Characteristics===== It's hard to make generalizations about humans, but your human character has these traits. * Ability Score Increase. Your ability scores each increase by 1. * Age. Humans reach adulthood in their late teens and live less than a century. * Alignment. Humans tend toward no particular alignment. The best and the worst are found among them. * Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. * Speed. Your base walking speed is 30 feet. * Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. //Ebony speaks Common and Traveller-Tongue natively.// =====Character Background: Entertainer ===== You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life. Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a pouch containing 15 gp * Skills: Acrobatics, Performance * Tools: Disguise kit, one type of musical instrument * Languages: Celestial, Infernal * Feature: By Popular Demand. You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. =====Bard Class Features===== As a bard, you gain the following class features. ====Hit Points==== * Hit Dice: 1d8 per bard level * Hit Points at 1st Level: 8 + your Constitution modifier * Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st ====Proficiencies==== * Armor: Light armor * Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords * Tools: Three musical instruments of your choice * Saving Throws: Dexterity, Charisma * Skills: Choose any three: Sleight of Hand, Deception, Animal Handling ====Spellcasting==== You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. ===Cantrips=== You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table. ===Spell Slots=== The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot. ===Spells Known of 1st Level and Higher=== You know four 1st-level spells of your choice from the bard spell list. The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots. ===Spellcasting Ability=== Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier ===Ritual Casting=== You can cast any bard spell you know as a ritual if that spell has the ritual tag. ===Spellcasting Focus=== You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells. ====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. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. ====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 at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level. ====Magical Inspiration==== At 2nd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost. ====Bard College: College of Lore==== ===Bonus Proficiencies=== When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. ===Cutting Words=== Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed. =====Wizard Class Features===== As a wizard you gain the following class features. ====Hit Points==== * Hit Dice: 1d6 per wizard level * Hit Points at 1st Level: 6 + Constitution modifier * Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per wizard level after 1st ====Proficiencies==== * Armor: None * Weapons: Daggers, darts, slings, quarterstaffs, light crossbows * Tools: None * Saving Throws: Intelligence, Wisdom * Skills: Arcana, Religion ====Spellcasting==== As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. ===Cantrips=== At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. ===Spellbook=== At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. ===Preparing and Casting Spells=== The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. ===Spellcasting Ability=== Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier ===Ritual Casting=== You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. ===Spellcasting Focus=== You can use an arcane focus as a spellcasting focus for your wizard spells. ===Learning Spells of 1st Level and Higher=== Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar). ====Arcane Recovery==== You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. =====College Stats===== ==== Dorm: Witherspoon Hall ==== * Normal-Quality: Students living here are granted a Modest Lifestyle throughout their stay. * Calm: Students living here do not have to deal with noisy conditions, making studying easier. * Comfortable: The dorms are reasonably comfortable, making for less frequent negative dorm events. * Standard Finances: Students who stay here on scholarship or sponsorship receive 50 gold pieces at the start of each semester. Other students must pay 500 gold pieces per semester. ====Gained Abilities==== * None. ====Current Classes==== * Party Dynamics I: Teaches Teamwork (Wis check to coordinate actions together as a party, etc.) Taught by Professor Mavinda Sharpbeak. * Common Tongues: Introduction to languages (Int check to determine what a language is if they don't already know) * Arcane Overview: A class for broadening your familiarity with the magical arts (+1 to Arcana skill). * Making Friends: A class focused on making friends and influencing people. (+1 to Persuasion skill). * Proper Preparedness: Survival in all aspects of life, including on campus (+1 to Survival skill). ====Extracurriculars==== * Future Entrepreneurs (Insight, Persuasion) * Live Action Roleplaying Guild (Animal Handling, Performance) ====Friendships, Beloveds, and Rivalries==== * None. =====Possessions===== ====Money==== * 10 gold ====Standard Items==== * an entertainer's pack * dagger * Studded leather armor ====Natural Magic==== Unlike your regular spells, spells from cantrips are known from memory and can be cast as often as you feel like. You have 2 cantrips from being a Bard, and 2 cantrips from Magic Initiate (pending). * Prestidigitation * Vicious Mockery * Frostbite: You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. * Poison Spray: You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage You also can cast one 1st level spell of your choice once per day, from Magic Initiate. * Bane: Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. ====Bardic Magic==== ===1st Level Spells=== * Detect Magic * Cure Wounds * Charm Person * Faerie Fire * Healing Word ====Wizard Magic==== ===1st Level Spells=== * Alarm * Charm Person * Burning Hands * Mage Armor * Silvery Barbs * Sleep ====Special Items==== Longsword +1 Uncommon Glamourweave Costume Earring of Message Light crossbow +1 Potion of Greater Healing Potion of Invisibility ===SoulPhone=== ==Upgrades== * Telepathic Access Functions * Phone of Holding * Phone of Banking * Desktop Interface ==Apps== Bank of Alshira Professional ===== Common Attacks ===== Longsword +1: +7 to hit, 1d8+5 slashing damage Light crossbow +1: +7 to hit, 1d8+5 piercing damage