Leonidas Oris

Children

Leonidas Oris

Variant Human Race
Bloodwave Bay/ Mage Coast Origin
Bard / Planeswalker Hell 8 Class & Level
Neutral Good Alignment
Kaheeli Deity
The Bards College Faction
Minstrel Rank/Position
10 Loyalty
--- Company

Strength 10
+0
Dexterity 16
+3
constitution 15
+2
intelligence 11
+0
wisdom 11
+0
charisma 16
+3
Total Hit Dice 8
Hit Die
1d8+2
+3 proficiency bonus
+0 Strength
+6 Dexterity
+2 Constitution
+0 Intelligence
+0 Wisdom
+6 Charisma
saving throws
+4 Acrobatics
+1 Animal Handling
+3 Arcana
+3 Athletics
+4 Deception
+1 History
+3 Insight
+4 Intimidation
+3 Investigation
+3 Martial
+1 Medicine
+3 Nature
+6 Perception
+6 Performance
+6 Persuasion
+1 Religion
+4 Sleight of Hands
+9 Stealth
+1 Survival
skills

 
32
MV
1
Prestige
1
Attunement Slots
18
Armor Class
64
Hit Points
+4
Initiative
30
Speed
Shortsword 1d20+3+3 1d6+3
Shortsword bonus 1d20+3+3 1d6
Dagger 1d20+3+3 1d4+3
Attacks
Armor
Light armor
Breastplate
Shield
Badlands Tribal Armor
Weapons
Simple weapons, hand crossbows, longswords, rapiers, shortswords
Instruments
Viol
Choker, Flute
Drum, Horn
Tools
Calligrapher's Supplies
Alchemist Supplies
Saves
Dexterity, Constitution, Charisma
Skills
Perception, Stealth
Insight, Persuasion
Performance, Martial, Investigation
Arcana, Athletics
Nature
Language
Common, Elven
Proficiences
Spell DC 14 | Spell Attack Mod +6

Cantrips

  • Booming Blade

  • Chill Touch

  • Light

  • Minor Illusion

  • Prestidigitation

  • Vicious Mockery


1. Level

  • Detect Magic

  • Dissonant Whispers

  • Faerie Fire

  • Healing Word

  • Feather Fall

  • Disguise Self


2. Level

  • Shatter

  • Enhance Ability

  • Heat Metal


3. Level

  • Hypnotic Pattern

  • Bestow Curse

  • Counterspell

  • Spirit Guardians


4. Level

  • Dimension Door

  • Polymorph


Ritual Casting
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a musical instrument as a spellcasting focus for your bard spells.
Spellcasting
74/150lbs carrying capacity

Battle Gear

  • Badlands Tribal Armor

  • Blood Grove Shortsword

  • Shortsword

  • Silvered Rapier

  • Shield

  • The Ferrous Horn

  • Dagger

  • Fadesteel Instrument: Choker

  • 1. Bandolier
    • Antitoxin

    • 1x LvL1 scroll of Healing Word (90ft)

    • 1x Elixir of Health


  • 2. Bandolier
    • 2x Greater potion of healing

    • 1x Protection from Evil and Good LV1 Scroll


  • Healer's Kit (8/10)

  • Warm Clothes

  • Appearance: Under Armor fine set of clothes and Bards College Badge



Backpack

  • Ball berrings (Sack of 1000)

  • Grappling Hook attached to 50ft. of silk rope

  • Waterskin

  • 16x Rations

  • Vial of Holy Water

  • Playing-Card-Set

  • Dice Set

  • Viol

  • Flute

  • Bottle of ink

  • Ink pen

  • 4x sheets of paper

  • Vial of perfume

  • Sealing wax

  • Soap

  • Drawn picture of forest

  • 2x cases for maps/scrolls

  • Voucher for free special brew from Boris Keenmark

  • Attached to the outside: 50ft. of hempen rope

  • 1x Potion of Necrotic Resistance

  • 1x Greater Healing Potion

  • 2x Water Breathing Potions

  • Commemorative Stone from Sanguine Silence Tournament

  • Makeshift Drum of questionable meat

  • 5x Healing Word scroll

  • 1x Fire Breathing Potion

  • 4x Potion of Healing

  • 1x Potion of Superior Healing

  • 1x Wyvern Poison


Currency

Gold: 2521,7
Crafting Tokens: 14

At home

Calligrapher's Supplies
Alchemist Supplies

Crafting

The Symbol of Kalkatesh Blueprint - Fully Paid
Equipment
The Bards College
Faction
The Mad Man
Stat Array

Racial Traits


Variant Human Trait


War Caster
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Class Features


College of Lore


Bardic Inspiration (D8)
Up to 3 times per long rest, you can 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. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

Jack of all Trades
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
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.

Cutting Words
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. The creature is immune if it can't hear you or if it's immune to being charmed.

Font of Inspiration
You regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Countercharm
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. 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. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Additional Magical Secrets
At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.

Planeswalker Hell


Level 4


Hellish Fuel
You gain access to hellish energy which fuels your planeswalker abilities. You have a maximum of 8 Fuel and you start with half of your maximum at the beginning of each battle. Fuel can be gained in the following ways:

  • Dealing Damage to a target grants you 1 Fuel. This can occur once per round.

  • Inflicting a target with a debuff grants you 1 Fuel. This can occur once per round.

  • You gain 1 additional Fuel whenever the target suffers the effects of said debuff. This can occur once per round.


Punishment
As an action, you can spend 4 Fuel to give 2 party members a +2 on attack rolls for 5 rounds. You get to choose when to activate this at the beginning of a turn. This bonus cannot be stacked. You gain 1 Fuel when allies under the effect of Punishment deal damage to enemies. This can happen once per round

Level 8


Stoke the Fires
The maximum of Hellish Fuel increases by 4.

Let’s Rock
As a bonus action, you can use 3 Fuel to deal 3d4 additional fire damage on a single target spell attack. You may use this ability [2 + prestige] times per short or long rest.

Flame Scarred Feet
As a bonus action, target two creates within 30 feet of each other to make a Dexterity saving throw against your Planeswalker DC. On failure, reduce their walking speed by 10 ft for the next 3 turns. You can do this 3 times per long rest.

Prestige 1


Fast Karma
As a bonus action, you can use 2 Fuel to choose 2 targets within 20 ft who must make a Charisma saving throw or subtract a d4 on attacks and saves for 4 rounds. You can do this 2 times per short rest.
This does not stack with Bane.

The Bard's College


Loyality
HP +5
Money/DtD increased
Currently all bonuses disabled

Class/Racial Features & Traits