Ackurth Character in Realmspace and Beyond | World Anvil
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Ackurth

Ackurth Newall

Species
Children
Eyes
Green, Kinda Jensen
Hair
Blond, Kinda Curly
Height
6'

Ackurth

Bard 10 Class & Level
Entertainer Background
Human Race
Neutral Good Alignment

Strength 12
+1
Dexterity 18
+4
constitution 16
+3
intelligence 14
+2
wisdom 14
+2
charisma 20
+5
Total Hit Dice 9
Hit Die 1d8+3
4 proficiency bonus
13 Passive perception
3 Strength
9 Dexterity
5 Constitution
4 Intelligence
4 Wisdom
10 Charisma
saving throws
8 Acrobatics
3 Animal Handling
10 Arcana
2 Athletics
6 Deception
10 History
3 Insight
6 Intimidation
3 Investigation
3 Medicine
3 Nature
3 Perception
9 Performance
9 Persuasion
3 Religion
5 Sleight of Hands
5 Stealth
3 Survival
skills
17
AC
80
Hit Points
4
Initiative
30 ft
Speed
Speaks: Common, Elvish
Kits: Disguise
Instruments: Drums, Guitar, Piano, Lyre
Weapons: Simple, Crossbow, Longbow, Shortbow, Longsword, Shortsword, Rapier, Martial
Armor: Light, Medium, Sheilds
Proficiencies
NameBonusDamageType
Dagger 1d20+8 1d4+4
Shortsword 1d20+8 1d6+4
Crossbow 1d20+8 1d8+4
Shortbow 1d20+8 1d6+4
Attacks
Spell Save: 17
Attack: +9
Spell Mod: +5

Spellcasting
19 Flammable Crossbow Bolts
Dagger
Crossbow
Harp
Guitar
Thumb Piano
+ 1 Ring of Protection
Dark, Red Veined Tourq- reg fire immunity, magic half
Head Measurer
2 Healing Potions
1 Greater Healing Potion
Elixir of Health
+1(+3) sheild 1 free action cure wounds/day(1d8+2)
Healing Staff 10/10 charges - ues 1 or more charges to cast spells. my spell mods. Cure Wounds (1 charge/lvl up to 4th), Lesser Restoration (2 charges), Mass Cure Wounds(5 charges). Recharge 1d6 + 4 at dawn. When use last, roll d20, on 1, vanish.
Equipment

Personality Traits

Ideals

Bonds

Flaws
Actor: Skilled at mimicry and dramatics, you gain the following benefits:
• Increase your Charisma score by 1, to a maximum of 20. • You have advantage on Charisma (Deception) and
Charisma (Performance) checks when trying to pass
yourself off as a different person.
• You can mimic the speech of another person or the
sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Storyteller
By Popular Demand
Jack of All Trades
Song of Rest
College of Vallor
Inspiration: d10
Used/Have
0/5
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 d8.
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. ((add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.))
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 dl2 at 15th level.

Features & Traits

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