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Alphonse Bumblebrox

The Amazing Alphonse Bumblebrox

The Amazing Alphonse Bumblebrox. Studying every day to get better at his craft seemed to pay off, as he quickly became a successful traveling musician. Being able to at least pay for food, shelter, and the occasional piece of jewelry is all that Alphonse really needed in his life, but he gained a little bit of notoriety. Enough so, that he would gain entry into some of the most prestigious buildings around the country to play and entertain the Kings and Queens.   On one such occasion, a woman came up to him after his performance. She wore a long black robe that draped all the way to the floor. The sleeves came all the way down to her wrists that had protrusions on each side that resembled an eagles talon. Her hands were mostly bare, except for a single ring on each of her middle fingers. Her long pale hair braided down her back. She caressed Alphonse and immediately, he felt at peace with this person, even though this being the first he’d met her. A familiar feeling chilled up his spine before he fell under her spell. The same feeling he had when he saw the attackers for the first time. She was a Drow and he now knew his true enemy.   ‘We may be strangers at this moment, but we are going to be very good friends...’ the woman whispered into his ear. ‘My name is Draxia and you now belong to me.’   The next few months, or years, or even days are at best spotty for Alphonse. He does not remember most things past meeting Draxia for the first time, only that he is absolutely infatuated with her.   Draxia’s betrothed mate, Solus became incredibly jealous due to the amount of time she was spending with this brainwashed and charmed Alphonse, took advantage of him in this state. Alphonse was framed with stealing a precious jewel from Draxia’s noble family, and therefore, thrown in a Drow prison.   Knowing very little about what has happened to him over the past many months, Alphonse is alone, penniless, without hope, and confused. More than that, he now knows who his enemy truly is. The Drow have taken his family, they have brainwashed him, and they have imprisoned him.
Year of Birth
277 A.E. 24 Years old
Children
Eyes
Blue
Hair
Black
Height
5'9"
Weight
180 lbs

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Alphonse Bumblebronx

Bard - College of Lore 5 Class & Level
Entertainer Background
Tiefling - Mephistopheles Race
Chaotic Good Alignment

Strength 10
+0
Dexterity 16
+3
constitution 11
+0
intelligence 18
+4
wisdom 14
+2
charisma 20
+5
Total Hit Dice 5
Hit Die 1d8+0
3 proficiency bonus
16 Passive perception
0 Strength
6 Dexterity
0 Constitution
4 Intelligence
2 Wisdom
8 Charisma
saving throws
0 Acrobatics
0 Animal Handling
0 Arcana
0 Athletics
0 Deception
0 History
0 Insight
0 Intimidation
0 Investigation
0 Medicine
0 Nature
0 Perception
0 Performance
0 Persuasion
0 Religion
0 Sleight of Hands
0 Stealth
0 Survival
skills
15
AC
31
Hit Points
3
Initiative
30ft
Speed

Proficiencies
Attacks
Cantrips: Dancing Lights, Mage Hand, Vicious Mockery

1st Level: Bane, Disguise Self, Dissonant Whispers, Faerie Fire

2nd Level: Hold Person, Shatter

3rd Level: Dispel Magic, Leomund's Tiny Hut
Spellcasting

Equipment

Personality Traits

Ideals

Bonds

Flaws
Racial Features Mephistopheles
Legacy of Cania: You know the Mage Hand cantrip. When you reach 3rd level, you can cast the Burning Hands spell as a 2nd level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Flame Blade spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Darkvision: Thanks to your Infernal heritage, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.

Hellish Resistance: You have Resistance to fire damage.


Class 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.

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 by spending Hit Dice 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.

Expertise
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.

Bonus Proficiencies
At 3rd level, you gain proficiency with three skills of your choice.

Cutting Words
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 GM 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.

Font of Inspiration
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.



Features & Traits

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