Adventures of Pentaberlos
Roan "The Mutt"
An eccentric bard that somehow gets by in the seedier parts of the city.
Roan is a half-elf bard with a strange taste in music and not afraid to experiment with various recreational drugs.
4th-Level Medium Half-Elf Bard / 2nd-Level Sorcerer
Armor Class: 16 (Draconic Resilience)
Hit Points: 42 (4d8/2d6 Hit Die)
Proficiency Bonus: +3
Speed: 30 ft.
Languages: Common, Elvish, Dwarvish, Giant, Orc, Sylvan, and Undercommon, Draconic (or crazy twin-speak)
Strength: 8 ( -1)
Dexterity: 16 ( +3); add proficiency bonus to saves
Constitution: 14 ( +2)
Intelligence: 14 ( +2)
Wisdom: 10 (0)
Charisma: 18 ( +4); add proficiency bonus to saves
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
Main Hand: Liberated Short Sword (+5 to hit; 1d6 + 3 piercing) Finesse, Light
Off Hand: Letter Opener ( +5 to hit; 1d4 piercing) Finesse, Light, Thrown (range 20/60)
Light Crossbow (range 80/320; +5 to hit; 1d8 + 3 piercing) Loading, Two-Handed
Animal Handling, Arcana, Deception, History, Insight, Investigation, Nature, Performance, Persuasion, Slight of Hand.
Leather Armor (in bag), Flask x2, Gaming Set, Herbalism Kit, Magnifying Glass, Pouch, Sack, Vial x3 (One Acid, one empty, One w/ mystery substance), Musical Instruments: Viol (somewhere in Cinder City), Guitar, Flute, One “Nice” Shirt. A scimitar and some cultist daggers.
You have studied languages and codes, gaining the following benefits:
• Increase your Intelligence score by 1, to a maximum of 20.
• You learn three languages of your choice.
• You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
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 o f 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, 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.
College of Lore
When you join the College of Lore at 3rd level, you gain
proficiency with three skills of your choice.
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.
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.
3rd level – Investigation, Persuasion
Ability Score Improvement
4th: DEX +1, INT +1
Level 5 Multiclass – Sorcerer
Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your
Constitution modifier per sorcerer level after 1st
Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some o f these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
Dragon-Blue Damage Type-Lightning
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Font of Magic
At 2nd level, you tap into a deep wellspring o f magic within yourself. This w ellspring is represented by sorcery points, which allow you to create a variety of magical effects.
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column o f the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot o f a given level. You can create spell slots no higher in level than 5th.
Creating Spell Slots
Spell Slot Sorcery
Level Point Cost
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number o f sorcery points equal to the slot’s level.
Cantrips Known : BRD 3 / SOR 4
Spells Known : BRD 7 / SOR 3
— Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
4 3 3 0 0 0 0 0 0
Your half-elf character has some qualities in common with elves and some that are unique to half-elves.
Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
Age. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.
Alignment. Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.
Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it w ere bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Skill Versatility. You gain proficiency in two skills of your choice.
Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.
Skill Proficiencies: History, Persuasion
Tool Proficiencies: One type of gaming set (Dragonchess set)
Languages: One of your choice
Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp
Variant Feature: Retainers
If your character has a noble background, you may select this background feature instead of Position of Privilege. You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.
Although he’s been a bard for quite some time now, Roan is far from what most people would call good. Since most of his time and energy is spent looking for that next high, or just sitting around pondering the mysteries of the universe (usually while high), he doesn’t really bother with silly things like practice and memorization of lyrics. Being raised by elves didn’t help things either since their teaching methods are intended for someone with a century to learn it not a few years which was the case for Roan.
When he’s not stoned he is impatient and easily distracted, even while preforming. Which is why he has a preference for up tempo songs that are short and don’t really have lyrics. He also enjoys experimenting with many different styles of music, sometimes while in public and without warning. Unfortunately for him the cities denizens don’t share the same interest in musical experimentation like he does and often gets booed off stage or kicked out of the area.
He claims to know “a lot of useless junk”, which is why he is of the college of lore and having been raised by Elves there is some truth to that statement, but if he ever come across a traditional Elven settlement that knowledge might prove to be slightly less useless.
Roan strongly believes that people should be able to do whatever the hell they want as long as it’s withing reason. Definitely no murdering and destroying things just for fun, stealing is “a bit of a grey area” for him as he has no problem taking from those that he feels have too much or don’t deserve their wealth.
He also believes that there should be no poor people or rich people. That everyone should just be the same… uh… samey people… people? Needless to say he hasn’t really thought this one through.
Irresponsible, Immature, and terrible with money. Oh and the whole drug thing… I guess. He’s also a coward unless he’s really baked or drunk. Although recent events may have begun to change his attitude towards combat.
His Elven siblings, Carach, Ellaire, & Yelin and his mother Erulissë. He cares about his father but since he’s so distant and only seems to care about his work the two of them don’t really get along. Plus two more Adult siblings that are never around. One hates him and the other doesn’t even know (or care) he’s still alive. And several Ex-girlfriends that don’t like him very much and could even be considered “evil”…