Aeis

Season:
Race:
Changeling
Class:
Bard 1
Background:
Criminal Spy
Lifestyle:
None
Current Level:
1
Total GP:
14.9
Total Downtime:
0
Tag:
Faction:
None
Faction Rank:
Novice (rank 1)
Magic Item Count:
0
Magic Item Limit:
1

Log Entries

Date Played ▼ Adventure Title Session Levels GP Downtime Magic Items
Character Creation 14.9 Show

Race: Changeling
Class: Bard
Background: Criminal Spy (Blackmailer)
Saving Throws: Dex, Cha
Skill Profs: Insight, Perception, Acrobatics, Persuation, Performance, Deception, Stealth

Ability Scores:
Str: 8
Dex: 16(+1)
Con: 12
Int: 10
Wis: 13
Cha: 16 (+2)

Features:
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.

Shapechanger: As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.

Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Proficiencies:
Tools: Thieves' Tools
Intrument: Pan Flute, Lyre, Horn
Game: Dice Set
Languages: Common, Sylvan

Armor: light armor
Weapons: Simple weapons, Shortsword, Longsword, Rapier, Hand Crossbow

Starting Gear: (+15gp)
a Rapier
a Dagger
Leather armor
Dark Common Clothes with Hood
Belt Pouch
a Crowbar
a Lyre
a Dice Set (-1sp)

A diplomat's pack:
a chest
2 cases for maps and scrolls
a set of fine clothes
a bottle of ink
an ink pen
a lamp
2 flasks of oil
5 sheets of paper
a vial of perfume
sealing wax
soap

Date Played ▼ Adventure Title Tier Session ACP TCP Downtime Renown
Character Creation Show

Race: Changeling
Class: Bard
Background: Criminal Spy (Blackmailer)
Saving Throws: Dex, Cha
Skill Profs: Insight, Perception, Acrobatics, Persuation, Performance, Deception, Stealth

Ability Scores:
Str: 8
Dex: 16(+1)
Con: 12
Int: 10
Wis: 13
Cha: 16 (+2)

Features:
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.

Shapechanger: As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.

Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Proficiencies:
Tools: Thieves' Tools
Intrument: Pan Flute, Lyre, Horn
Game: Dice Set
Languages: Common, Sylvan

Armor: light armor
Weapons: Simple weapons, Shortsword, Longsword, Rapier, Hand Crossbow

Starting Gear: (+15gp)
a Rapier
a Dagger
Leather armor
Dark Common Clothes with Hood
Belt Pouch
a Crowbar
a Lyre
a Dice Set (-1sp)

A diplomat's pack:
a chest
2 cases for maps and scrolls
a set of fine clothes
a bottle of ink
an ink pen
a lamp
2 flasks of oil
5 sheets of paper
a vial of perfume
sealing wax
soap

Date Played ▼ Adventure Title Session XP GP Downtime Renown Magic Items
Character Creation 14.9 Show

Race: Changeling
Class: Bard
Background: Criminal Spy (Blackmailer)
Saving Throws: Dex, Cha
Skill Profs: Insight, Perception, Acrobatics, Persuation, Performance, Deception, Stealth

Ability Scores:
Str: 8
Dex: 16(+1)
Con: 12
Int: 10
Wis: 13
Cha: 16 (+2)

Features:
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.

Shapechanger: As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.

Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Proficiencies:
Tools: Thieves' Tools
Intrument: Pan Flute, Lyre, Horn
Game: Dice Set
Languages: Common, Sylvan

Armor: light armor
Weapons: Simple weapons, Shortsword, Longsword, Rapier, Hand Crossbow

Starting Gear: (+15gp)
a Rapier
a Dagger
Leather armor
Dark Common Clothes with Hood
Belt Pouch
a Crowbar
a Lyre
a Dice Set (-1sp)

A diplomat's pack:
a chest
2 cases for maps and scrolls
a set of fine clothes
a bottle of ink
an ink pen
a lamp
2 flasks of oil
5 sheets of paper
a vial of perfume
sealing wax
soap