The Rising Tempest
Half-Elf Bard Folk Hero
Due to my lack of skill, all plus and minus signs have been omitted as they were programmed to designate formatting and such. My apologies.
Medium humanoid (half-elf), lawful good
Armor Class 12
Hit Points 10 (Hit Dice 1d8)
Speed 30 ft.
STR 15 (2) DEX 12 (1) CON 14 (2) INT 10 (0) WIS 8 (1) CHA 18 (4)
Proficiencies (2 proficiency bonus)
Saving Throws Dex 3, Cha 6; advantage on saves against being charmed.
Skills Animal Handling 1, Athletics 4, Medicine 1, Nature 2, Perception 1, Persuasion 6, Survival 1
Weapons Simple weapons, hand crossbows, longswords, rapiers, shortswords.
Tools Carpenter tools, flute, lute, lyre, vehicles (land)
Senses Darkvision, Passive Perception 11
Languages Common, Elvish, Goblin.
Attack. You can attack when you take this action, using the following:
Hand axe. Melee Weapon Attack: 5 to hit, reach 5 ft. (thrown 20/60), one target. Hit: 1d plus 2 slashing damage.
Dagger. Melee Weapon Attack: 5 to hit, reach 5 ft. (thrown 20/60), one target. Hit: 1d4 plus 2 piercing damage.
Bardic Inspiration. Add a d6 to a creature’s ability check, attack roll or saving throw.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic cant put you to sleep.
Darkvision. You can see in dim light within 60 feet of yo as if it were bright light, and i darkness as if it were dim light. You can’t discern color in darkness, only shades of grey.
Spellcastig Ability. You have the ability to cast spells. Charisma is your spellcasting ability for your bard spells. You use your Charisma whenever a spell refers to your spellcasting ability.
To cast a spell, 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 can use a musical instrument as a spellcasting focus for your bard spells.
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
Spell Save DC: 14
Spell Attack Modifier: 6
Spell Slots: 1st-level (2)
Bardic Inspiration. You may 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 4 times. You regain any expended uses when you finish a long rest.
Cantrips (at-will): mending, prestidigitation
1st-level spells: healing word, longstrider, sleep, speak with animals
Hand axe, dagger, leather armor, backpack, bedroll, belt pouch, carpenters tools, common cloths, flute, hempen rope (50 ft.), iron pot, lute, lyre, mess kit, rations (10 days), shovel, tinder box, torches (10), waterskin, money (8 gp)
Defining Event: I showed great courage during an attack on my home town. My quick action and skills saved many lives.
Rustic Hospitality: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Personality Traits: If someone is in trouble, I’m always ready to lend help and I have a strong sense of fair play and always try to find the most equitable solution to arguments.
Ideals: People deserve to be treated with dignity and respect.
Bonds: I have a family, but I have no idea where they are, as they were taken by slavers. I adventure in the hopes of seeing them again.
Flaws: Ignorantly, I believe that things would be better if I were king, ruling over the land.
Born the third child to human farmers, Lythander’s birth sparked quite a lot of gossip as he was obviously part elvish when born. Upon his mother’s insistence that she had been faithful to his father his parents visited a local witch, and traded 1 year of the child’s life to her to know what happened. The witch revealed that his mom truly believed that she was telling the truth and that most likely his mother was taken advantage of by someone with considerable magic or some powerful magic items.
After that, he lived the rather uneventful life of a farmer until his 13th birthday when the witch demanded that he come with her for his year of service.
At first he just did manual labor for the witch, but she saw power in him and began to try and train him. She was initially thwarted by his lack of desire to learn the art, but he did still show promise and the witch continued to train him. By the end of his year of service he had begun to come into his own with his own blend of music and magic as it seemed that his spells wouldn’t work unless he was singing or playing an instrument. He continued to visit the witch for training as his magic greatly improved his ability to complete chores on the farm.
Mostly his life went by without event until his 19 the year when there was an attack on his village. He was with the witch when it happened and together they fended off the majority of the slavers that entered the village proper. After the attack news come in that many of the farms surrounding the village were attacked and their occupants slain or taken. His family was one that was taken. He set out the next day to track down those responsible.
[Insert how he knows other players here]
People of note:
Brother: Gregor (oldest)
Friends: Heath, Sleth, and Gerald
Girl he was crushing on but was a bit too bashful to do anything about: Bethenny