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Geoffrey De Mowbray

Geoffrey De Mowbray is a human bard, part of the Kotoxi Adventurers group. He is a proud and ambitious man, who never doubts himself, and loves to put finesse and power into every action he takes.

Human male. Geoffrey De Mowbray is a human bard, part of the Kotoxi Adventurers group. He is a proud and ambitious man, who never doubts himself, and loves to put finesse and power into every action he takes.

Character Location
Year of Birth
66466 CH 34 Years old
Children
Eyes
Steely blue
Hair
Slick, jet-black
Height
6'2''
Weight
132 lb.

Geoffrey De Mowbray

Bard 6 Class & Level
Entertainer Background
Human Race
Chaotic Good Alignment

Strength 13
+1
Dexterity 15
+2
constitution 14
+2
intelligence 11
+0
wisdom 9
-1
charisma 18
+4
Total Hit Dice 6
Hit Die 1d8+2
3 proficiency bonus
11 Passive perception
1 Strength
5 Dexterity
2 Constitution
0 Intelligence
-1 Wisdom
7 Charisma
saving throws
5 Acrobatics
1 Animal Handling
3 Arcana
3 Athletics
6 Deception
3 History
1 Insight
6 Intimidation
2 Investigation
1 Medicine
2 Nature
1 Perception
10 Performance
6 Persuasion
2 Religion
5 Sleight of Hands
8 Stealth
1 Survival
skills
15
AC
45
Hit Points
4
Initiative
30ft
Speed
Common, Kotoxi

Rapier, Crossbow, Boot Dagger

Lute, Drums, Horn

Three Kenku, Disguise Kit
Proficiencies
Attacks
Spellcasting Ability: Cha
Spell Save DC: 15
Spell Attack Bonus: +7

Cantrips
Geoffrey knows Mage Hand, Dancing Lights, Light and Vicious Mockery.

1st Level
4 Slots. Geoffrey knows Silent Image, Tasha's Hideous Laughter, Disguise Self, Dissonant Whispers and Cure Wounds.

2nd Level
3 Slots. Geoffrey knows Suggestion, Invisibility, See Invisibility

3rd Level
3 Slots. Geoffrey knows Major Image and Leomund's Tiny Hut
Spellcasting
Chain Shirt, Rapier, Crossbow, Boot Dagger, Backpack, Traveler's Clothes, Lantern, Bedroll, Messkit, Rations, Waterskin, 50ft Hempen Rope, Disguise Kit, Folder with 50 pages of Paper, And an Uncommon Magic Item (Small magic pebble, can be thrown as a distraction. After thrown, destroys itself on impact and respawns in pocket of thrower.)
Equipment

Personality Traits

Ideals

Bonds

Flaws
Ritual Casting
You can cast any spell you know that is tagged "ritual" as a ritual.

Bardic Inspiration (d8)
As a bonus action, give a creature in 50ft a Bardic Inspiration dice of the mentioned type. It can add this dice to a D20 roll once. (Cha. Mod/Long Rest)

Font of Inspiration
Recharge Bardic Inspiration on Short Rest.

Combat Inspiration
Bardic Inspiration can be added to AC or Damage Roll.

Jack of All Trades
Add half Prof. bonus (Round down) to all skills without proficiency.

Song of Rest (d6)
All characters in hearing range gain additional hit point using the dice of the mentioned type after a short rest.

Expertise
Two Skill Proficiencies gain double bonuses (Stealth and Performance).

Countercharm
As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit.

Extra Attack
Attack twice when you take the Attack Action.
Features & Traits

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