Yeoman Scribus
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D&D: Ghosts of Saltmarsh | |
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GM | |
Mark | |
Milestone | |
Level 9 | |
Characters | |
Ajasz, lizardfolk scout Arkis "Elric", kobold paladin of Tiamat Chimalli, tortle barbarian Elora, elven bladesinger Ayida Ginen, half-elf undying warlock Sond, halfling barbarian Yeoman Scribus, kenku bard | |
Party Gear | |
The Sea Ghost • The Harridan Saltmarsh Gear | |
Saltmarsh Region | |
The Town of Saltmarsh Saltmarsh Region | |
NPCs | |
Saltmarsh NPCs • Guests | |
Resources | |
House Rules |
Scribus is a 8th level, lawful neutral Kenku Bard (7) Warlock (Hexblade) 1. Fierce and overbearing, he seeks the fastest solution to any problem.
Description
- Kenku minor aristocrat and administrator.
History
Characteristics
- Personality Trait:
- Ideal:
- Bond:
- Flaw:
Character Statistics
Tactical: |
Passive Skills: |
Languages: |
Attributes
Strength | 10 (+0) | Dexterity | 16 (+3) | Constitution | 8 (-1) | ||
Intelligence | 13 (+1) | Wisdom | 12 (+1) | Charisma | 16 (+3) |
Proficiency
Proficiency bonus: +3
Saves
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Weapons & Armor
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Skills
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Tools
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Abilities
Racial
- Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate.
- Kenku Recall. Thanks to your supernaturally good memory, you have proficiency in two skills of your choice.
- Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.
Class
- Bard 7
- Bardic Inspiration (D8, 3/short rest)
- Jack of all trades (+1)
- Song of Rest (D6)
- Expertise (2 skills)
- Perception
- Insight
- Bard College: Lore
- Cutting Words
- Additional Magical Secrets (+2 spells from any class)
- Countercharm
- Spellcasting**
- DC 14, attack modifier +6
- Cantrips
- Minor Illusion
- Light
- Eldritch Blast (Secrets)
- Spell Slots
- 1st level: 4
- 2nd level: 3
- 3rd level: 3
- 4th level: 1
- Spells Known: 10
- Identify (bard 1)
- Healing Word (bard 1)
- Locate Object (bard 2)
- Knock (bard 2)
- Lesser Restoration (bard 3)
- Clairvoyance (bard 3)
- Sending (bard 3)
- Speak with dead (bard 3)
- Greater Invisibility (bard 4)
- Dimension door (bard 4)
- Magical secrets: 2
- Fly (Wizard 3)
- Leomund's secret chest (Wizard 4)
- Ritual Casting
- Warlock 1
- Hexblade
- Hex Warrior- Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.
- Hexblade's Curse- As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
- ->You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
- ->Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
- ->If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
- You can't use this feature again until you finish a short or long rest.
- Pact Magic (DC 14, attack modifier +6)
- 2 Cantrips
- Eldritch Blast
- Mage hand
- Spell slots: 1 slot/short rest, 1st level
- Warlock Spells known: 2
- Shield (Hexblade 1)
- Wrathful Smite (Hexblade 1)
- 2 Cantrips
- Hexblade
Background / Feats
- Position of Privilege: My family holds rank in the houses of Waterdeep.
- Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
- Skilled Learning from the masters is easy when you have the resources to comission them as tutors
- Medium armor masterThere are appearances to be maintained.
- Wearing medium armor does not give disadvantage on stealth checks, max dex mod +3 to AC
Equipment
Encumbrance: 81-160 lb (Light, -10); 161-240 lb (Heavy, -20); 480 lb (Drag)
Weapons & Armor
- Rapier+1: +8 Attack, 1d8+5 Piercing, Finesse
- Halfplate: 15+dex mod
- ☠
Gear
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Magical Items
- +1 Rapier