Table of Contents
Rinaldo of the Traveling Folk
5' 8“, black haired, blue eyed.
Primary Class: Bard 3rd level
Secondary Class: Ranger 1st level
HP 34 AC 17 (studded leather +1)
Str 13 Dex 18 Con 17(19) Int 15 Wis 13 Cha 18
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): +2 Int +1* 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): +2 Int +1* Prof +0 Expert +0 Training
- Insight (Wis): +1 Wis +2 Prof +0 Expert +0 Training
- Intimidation (Cha): +4 Cha +1* Prof +0 Expert +0 Training
- Investigation (Int): +2 Int +2 Prof +0 Expert +0 Training
- Medicine (Wis): +1 Wis +1* Prof +0 Expert +0 Training
- Nature (Int): +2 Int +1* Prof +0 Expert +0 Training
- Perception (Wis): +1 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): +2 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): +1 Wis +2 Prof +0 Expert +0 Training
- Technology (Int): +2 Int +1* Prof +0 Expert +0 Training
Tool Proficiencies
- Four musical instruments.
- Disguise kit.
Spell Slots
- 3 1st-level bard
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. Rinaldo 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 Valor
Bonus Proficiencies
When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.
Combat Inspiration
Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.
Ranger Class Features
As a ranger, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per ranger level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Strength, Dexterity
- Skills: Investigation, Perception, Survival
Favored Foe
This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
Deft Explorer
This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.
Canny (1st Level)
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill. (Expertise in Acrobatics)
You can also speak, read, and write 2 additional languages of your choice. Elven, Draconic.
Roving (6th Level)
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
Tireless (10th Level)
As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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)
- Rapier Wit: +2 to DC of Vicious Mockery when course completes.
- World Cultures: An overview of various foreign cultures. (+2 to History to describe a particular culture after course is completed.)
- Making Friends: A class focused on making friends and influencing people. (+1 to Persuasion skill).
Extracurriculars
- Distinguished Society of Fine Artists (Performance, Sleight of Hand)
- Sorcerer's Star (Investigation, Insight)
Friendships, Beloveds, and Rivalries
- None.
Possessions
Money
- 20 gold
Standard Items
- an entertainer's pack
- dagger
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
- Mage Hand
- Mending
You also can cast one 1st level spell of your choice once per day, from Magic Initiate.
- Silvery Barbs
Bardic Magic
1st Level Spells
- Detect Magic
- Cure Wounds
- Charm Person
- Faerie Fire
- Healing Word
Special Items
Shortsword +1
Studded Leather Armor +1 (protection from normal missiles: immune to normal projectiles)
Uncommon Glamourweave Costume
Light crossbow
Potion of Invisibility
Belt of Dwarvenkind: Your Constitution score increases by 2, to a maximum of 20. You have advantage on Charisma (Persuasion) checks made to interact with dwarves. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one. If you aren't a dwarf, you gain the following additional benefits while wearing the belt: You have advantage on saving throws against poison, and you have resistance against poison damage. You have darkvision out to a range of 60 feet. You can speak, read, and write Dwarvish.
SoulPhone
Apps
Bank of Alshira Professional
LiveFeed Professional
Common Attacks
Shortsword +1: +7 to hit, 1d6+5 slashing damage
Light crossbow: +6 to hit, 1d8+4 piercing damage