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rpg:academy_of_magic:students:sloth

Sloth

Player: Zenn (Nickname: Zenn)

Race: Levistus Tiefling

Primary Class: Bard 1st level

HP 10 AC 13 Init +2

Str 12 Dex 14 Con 15 Int 12 Wis 10 Cha 18

Skill Proficiencies

  • Acrobatics (Dex): +2 Dex +2 Prof +0 Expert +0 Training
  • Animal Handling (Wis): +0 Wis +0 Prof +0 Expert +0 Training
  • Arcana (Int): +1 Int +2 Prof +0 Expert +0 Training
  • Athletics (Str): +1 Str +0 Prof +0 Expert +0 Training
  • Deception (Cha): +4 Cha +2 Prof +0 Expert +0 Training
  • History (Int): +1 Int +0 Prof +0 Expert +0 Training
  • Insight (Wis): +0 Wis +0 Prof +0 Expert +0 Training
  • Intimidation (Cha): +4 Cha +0 Prof +0 Expert +0 Training
  • Investigation (Int): +1 Int +0 Prof +0 Expert +0 Training
  • Medicine (Wis): +0 Wis +0 Prof +0 Expert +0 Training
  • Nature (Int): +1 Int +0 Prof +0 Expert +0 Training
  • Perception (Wis): +0 Wis +0 Prof +0 Expert +0 Training
  • Performance (Cha): +4 Cha +2 Prof +0 Expert +0 Training
  • Persuasion (Cha): +4 Cha +2 Prof +0 Expert +0 Training
  • Religion (Int): +1 Int +0 Prof +0 Expert +0 Training
  • Sleight of Hand (Dex): +2 Dex +0 Prof +0 Expert +0 Training
  • Stealth (Dex): +2 Dex +2 Prof +0 Expert +0 Training
  • Survival (Wis): +0 Wis +2 Prof +0 Expert +0 Training
  • Technology (Int): +1 Int +0 Prof +0 Expert +0 Training

Weapon and Armor Proficiencies

  • Light armor
  • Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons

Tool Proficiencies

  • Disguise kit
  • Drum
  • Flute
  • Hand drum
  • Lute

Languages

  • Common
  • Infernal

Spell Slots

2 x 1st level Bard

Prepared Spells

Bane

Command

Disguise Self

Silvery Barbs

Tiefling Racial Characteristics

  • Ability Score Increase. Your Charisma score increases by 2.
  • Age. Tieflings mature at the same rate as humans but live a few years longer.
  • Size. Tieflings are about the same size and build as humans. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Hellish Resistance. You have resistance to fire damage.
  • Languages. You can speak, read, and write Common and Infernal.

Bloodline of Levistus

Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.

  • Ability Score Increase. Your Constitution score increases by 1.
  • Legacy of Stygia. You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Character Background: Entertainer

Bard 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

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.

College Stats

Dorm: LaCroix Hall

  • Low-Quality: Students living here are granted a Poor Lifestyle throughout their stay.
  • Party Dorm: Students living here occasionally have to deal with (or enjoy) wild parties that make studying harder.
  • Comfortable: The dorms are reasonably comfortable, making for less frequent negative dorm events.

Gained Abilities

  • None.

Current Classes

  • Common Tongues: Improvement of one's Common Basic skills, as well as familiarity (though not skill) in other languages such as elvish, dwarven, thieves' cant, druidic, and the like (Int check to identify).
  • Introduction to Magical Theory: Learning the basics of magic and how to practice it, providing basic knowledge in cantrips and magical understanding. (Provides the Magic Initiate feat.)
  • Party Dynamics I: Learning to function as a party, basic adventuring, and other essentials of surviving as a group. (Wis check to know what your party members are going to do in an initiative round without extensive discussion).
  • Understanding People: Provides Proficiency in Insight.
  • Arcane Overview: A class for broadening your familiarity with the magical arts (+1 to Arcana skill).

Extracurriculars

  • Great Library (Cafe Worker)
  • Show Band Association (Sleight of Hand, Performance)

Friendships, Beloveds, and Rivalries

Possessions

Money

  • 20 gold
  • 9 platinum
  • 2 platinum on layaway for ATTN Standard Soulphone

Standard Items

  • Costume, clothing
  • Leather armor
  • Rapier
  • Lute
  • Flute
  • Disguise kit
  • Entertainer's pack
  • Hooded lantern with oil

Special Items

Student Tablet: These specialized student tablets allow you to review materials from your courses. You can use this as reference material up to three times per day, gaining a d4 bonus to an ability check related to your current courses, rolled after your d20 is rolled but before its outcome is declared. In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from any spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.

Student ID (LaCroix Hall - Freshthing; Prefect)

Dorm Key

Cleric in a Bottle: Acolyte (Healing Potion)

Academy Pennant

Gracious Medallion (requires attunement): Allows you to cast Spare the Dying once per day.

Library Card

Cuddly Academy Plushie (Pest)

Powers and Abilities

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 Magic Initiate, 2 from Bard, and Ray of Frost from Legacy of Stygia.

  • Message
  • Prestidigitation
  • Ray of Frost
  • Chill Touch
  • Mind Sliver

You also can cast one 1st level spell of your choice once per day, from Magic Initiate.

  • Mage Armor

Common Attacks

Rapier: +4 to hit. 1d8+2 piercing damage, Martial, Finesse.

Ray of Frost: +6 to hit, 1d8 cold damage. 60 feet.

rpg/academy_of_magic/students/sloth.txt · Last modified: 2023/08/08 22:43 by wizardofaus_doku

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