Lotto Love

Ambassador of the Steton Striders Lotto Love (a.k.a. Glorious Challenger)

GLORY!  

Physical Description

General Physical Condition

Muscular, Tall, Formidable

Body Features

Tattoos covering chest and arms. Often hidden by his armor. They're dedicated to Glory and his time spent in the Steton Striders.

Facial Features

Scar under right eye towards jaw.

Identifying Characteristics

Steton Strider tattoo on upper right chest.
Glory tattoo on upper left chest.
Scar under his eye.

Special abilities

Glorious Challenger: Divine Smite deals an additional d8. This ability can be used 2 times per short rest.

Apparel & Accessories

Flowing forest green cloak hanging from his armor.
Antlers and leaves adorn his armor.

Personality Characteristics

Motivation

His unyielding desire to protect his friends and family. His devout faith in Glory and his drive to keep the lands of Kalkatesh safe from Evil.

Personality Quirks

The man is physically incapable of speaking below a hearty outdoor voice. He's loud and boisterous and some may find that grating.

Social

Contacts & Relations

Friend of Balzdheep Innum and current Ambassador of the Steton Striders

Religious Views

Devout Paladin of Glory

A daring, debonair and decisive dragonborn. Lotto is a devout paladin in service to Glory seeking fame and peace for the living world.

Current Location
Steton
View Character Profile
Alignment
Neutral Good
Age
32
Birthplace
Lu'us
Children
Current Residence
Steton
Gender
Male
Eyes
Bright Blue
Hair
Noodles
Skin Tone/Pigmentation
Scarlet
Height
7' 1"
Weight
242 lb.
Quotes & Catchphrases
GLORY!
Known Languages
Draconic and Common

Lotto Love

Dragonborn (red) Race
The Rift / Lu'us Origin
Oath of Ancients Paladin / College of Swords Bard 9th / 3rd Class & Level
Neutral Good Alignment
Glory Deity
Steton Striders Faction
Ambassador Rank/Position
20 Loyalty
Da Balzdheep-Love Unit Company

Strength 20
+5
Dexterity 11
+0
constitution 18
+4
intelligence 10
+0
wisdom 11
+0
charisma 22
+6
Total Hit Dice 9d10 3d8
Hit Die
1d9d10 3d8+4
+4 proficiency bonus
+11 Strength
+6 Dexterity
+10 Constitution
+6 Intelligence
+10 Wisdom
+16 Charisma
saving throws
+2 Acrobatics
+2 Animal Handling
+2 Arcana
+15 Athletics
+8 Deception
+2 History
+0 Insight
+10 Intimidation
+2 Investigation
+8 Martial
+2 Medicine
+2 Nature
+2 Perception
+8 Performance
+10 Persuasion
+2 Religion
+2 Sleight of Hands
+2 Stealth
+2 Survival
skills

 
66
MV
4
Prestige
3
Attunement Slots
23
Armor Class
136
Hit Points
+0
Initiative
30
Speed
GLORYHAMMER (1H) 1d20+5+4+1 1d8+1d6+5+1
Feller's Blade (2H) 1d20+5+4+1 2d6+5+1
Attacks
Athletics
Intimidation
Persuasion
Martial
Brewer's Supplies
Lute (Performance)
Bagpipes (Performance)
Expertise in Athletics/Martial

Proficiences
Paladin Spell Casting

Preparing and Casting Spells



The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.


Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier


Spellcasting Focus
You can use a holy symbol (found in chapter 5) as a spellcasting focus for your paladin spells.


Bard Spell Casting

Spellcasting



You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.

Cantrips

You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.

Spell Slots

The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the bard spell list.

You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

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 (found in chapter 5) as a spellcasting focus for your bard spells.


Bard Spells Known

Cantrips



• Light
• Mage Hand

1st Level Spells



• Comprehend Languages (rit.)
• Healing Word
• Feather Fall
• Thunderwave
• Shatter
• Hold Person


 

Spellcasting
The Shining Sword Series: GLORYHAMMER (A)

The Shining Sword Series: GLORYHAMMER



+1 Warhammer – Minor Very Rare 5320gp – Exclusive Attunement: Melee Weapon

Worthy 1


A hammer of war, hewn from stone, its hilt a beaming bulwark. Adorned with a blessed flame, and enhanced with crystalized storm and the thorn of a thunderbird fused to the top. This item was made for one purpose, and one alone; to slay the enemies of Glory, and all those who would harm his followers. To take it up is to take on a righteous path, to stand at the head of the defense of His tenets, and to crush those who would seek to befoul those that follow Him. That is what it means to be Glorious, and this weapon is a Shining Sword in the dark to illuminate with His Light.

While wielding this warhammer your Strength score increases by 2 to maximum equal to your Ability Score Cap.

This Warhammer deals an additional 1d6 fire or radiant (your choice) on hit.

Thunder Striking Wizard Smasher:
As a reaction when you see a creature within 5 feet of you casting a spell, you can make an attack with this weapon against them. On a hit, the target takes an additional 1d8 thunder damage and must make a Constitution saving throw to maintain concentration. On a failure, the spell fizzles, and the slot is wasted. You can use this ability twice, with both uses refreshing on a long rest.

Heavy Metal Darklord Crasher:
As an action you slam this warhammer into the ground. All creatures touching the ground in a 40 ft cone must make a DC 15 Strength saving throw, suffering 4d10 thunder damage on a failed save, half on a success. You can use this ability once per long rest.

Hammer of Glory:
As an action you can invoke the blessing of Glory on this weapon. For 1 minute, GLORYHAMMER is emblazoned with holy flame, and gains the following benefits:
• Choose fire or radiant damage when you activate this ability. The passive damage of this weapon is replaced with 2d4 of the chosen type.
• This weapon sheds bright light for 30 feet, and dim light for an additional 15 feet.
• You score a critical hit with this weapon on a 19 or 20.
Once you use this ability, you can't do so again until the next dawn.

[Base Material, Adornment, Enhancement, Enchantment]


The Shining Sword Series: FORTRESS OF GLORY (A 1/3)

The Shining Sword Series: FORTRESS OF GLORY


+2 Shield - Minor Legendary - Pact Attunement: Shield Master

Through countless battles, Lotto has wielded this mighty shield ever since finding it in the desert sands. It served him well during his battle with a worthy foe, besting a chosen of Glory in one on one combat. Having thus earned a boon and the title of 'Glorious Challenger' -- being himself among Glory's true chosen -- Lotto has borne sweat, blood and tears into this shield. He has augmented its power in the service of Glory, that it may guide him through the battle of eternity. Glowing brightly across the front of the shield is a symbol of Glory, carved there by Lotto and a symbol of Glory’s favor upon this glorious shield.

This item is Pact Attunement, meaning that its effects are empowered depending on the number of attunement slots it takes up. Any effect in a format x/y/z denotes the level of the effect at 1/2/3 attunement slots.

Worthy 3

Your Constitution score is increased by 4/5/6, up to a maximum equal to your ability score cap.


KNEEL BEFORE GLORY:
When a hostile creature ends their turn in a space within 5 feet of you, you can use a reaction to shove the creature with your shield. When this item takes up two attunement slots, you regain your reaction after a successful shove. When this item takes up three attunement slots, you regain your reaction after an attempt to shove regardless of the outcome.

HALLOWED STRENGTH:
You have advantage on the Strength (Athletics) check when shoving a hostile creature. Should you already have advantage on Strength (Athletics) checks, you gain +4 to the roll. When this item takes up two attunement slots, you may treat any roll to shove a creature as a die roll of 5 if the roll was lower. When this item takes up three attunement slots, you automatically succeed on shove checks against medium or smaller creatures if their roll to contest is not greater than 25, regardless of your own shove check’s result.

GLORIOUS FRACTURE:
When you successfully shove a creature with your shield, you also deal 1d6/1d8/1d10 radiant damage. If the die roll for the shove check is greater than or equal to 20/19/18, your shove is augmented. Shoving the target backwards will shove an extra 5/10/15 feet, and knocking the target prone will reduce the target’s movement by 10/15/20 feet until the end of their next turn.

I AM THE FINAL DEFENDER:
As a reaction to either you or another allied creature within 60 feet being targeted by or within the area of effect of a damage-dealing spell with a duration of Instantaneous, you can create a shimmering, crystalline barrier around that creature. The shielded creature takes no damage from the spell. If the spell had a saving throw and the shielded creature then makes the saving throw, the spell is instead reflected back at the caster. If the spell uses an attack roll and misses, the spell is instead reflected back at the caster. If the spell was an area of effect spell, the caster becomes the point of origin. If the spell had a range of self, the shielded creature is the point of origin. The DCs and spell attack modifier are one less than/the same as/one greater than the original caster’s. Only damage can be shielded in this way, so spells with secondary effects still happen to the shielded creature (e.g. thunderwave would still push them back on a failed save). If a spell would deal damage and apply a secondary effect, it only deals damage when it is reflected by this ability. If the shielded creature is incapacitated or otherwise incapable of spellcasting, the spell can still be reflected. You can use this ability once/twice/thrice per long rest.

LAST HOPE OF THE GALAXY:
When below 50% of your maximum hit points, you can use your action to reject your fated doom and ascend into a state of defiance for one minute. When you do, you emit a pulse of radiant light. Hostile creatures within 30 feet of you must make a DC 17 Constitution saving throw. On a failed saving throw, a target becomes blinded/blinded and frightened/blinded, frightened, and takes 4d8 radiant damage. You are the source of the frightened condition. On a successful saving throw, damage is halved and no conditions are inflicted. They can repeat the saving throw at the end of each of their turns to end the conditions.

Other allied creatures within 30 feet of you can stand up from prone at no action or movement cost/and gain immunity to the frightened condition for the next minute/and regain 1 hit point if at 0 hit points. These effects happen simultaneously, so allies brought back to 1 hp from 0 can stand up from prone at three attunement slots.

After the blinding pulse, you gain the following benefits for the duration of the form. You gain 1d6/2d6/3d6 temporary hit points at the start of each of your turns. You are immune to the frightened condition. If this item takes up two attunement slots, you can also choose to gain the benefits of the Enlarge spell for the duration. If this item takes up three attunement slots, creatures hit by your melee weapon attacks must make a DC 17 Constitution saving throw or be blinded until the end of their next turn. You can use this ability once per long rest.

[Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x1, Special Crafter]


SCALES OF GLORY

SCALES OF GLORY


Plates of hardened scales that spread a glowing energy along the user's throat when activated.

Magical Effects


Plesiosaurus' Scales - You gain a +1 bonus on Constitution ability checks, a swim speed of 20 feet, and you can hold your breath for an additional 10 minutes. Your maximum hit points increases by 3.

Resounding Dragon's Shout - If you have a breath weapon, its range is extended by 5 feet.

[Base Material, Enchantment, Spell Invocation]


LEGACY OF GLORY

LEGACY OF GLORY


+ 1 Masterwork Plate Armour - Very Rare (4,000gp, 40 Days) - Attunement

Bathed in astral fire and radiant flame, this battle hardened plate was forged by the chosen of Glory, Lotto Love. This brilliant green armor symbolises Justice and Honor and the wielder's devotion to Glory. Impassible, a mountainous force of Righteousness.

Your Constitution score increases by 3, up to a maximum equal to your ability score cap.

BATHED IN ASTRAL FIRE.
As a bonus action you can cause radiant flames to engulf the armor that lash out when provoked. For one minute, the next three attacks or spells cast against you deal 2d6 radiant damage to the attacker. This ability has 2 charges, regaining all charges on a long rest.

GLORY'S IMMOVABLE HAMMER.
As a bonus action you can slam your fist into the ground, an ethereal hammer appears in your hand and causes the ground to splinter around you and sends stone shards into the air. Stone shards coalescence around you and for the next minute you gain a +2 bonus to AC and 15 feet reduced movement. While this is ability is active you have advantage against any effects that would cause you to move. You can use this ability once per long rest.


BAGPIPES OF GLORY (A)

BAGPIPES OF GLORY



Wondrous (Bagpipes) - Very Rare (4,000gp, 40 days) - Attunement

These magical bagpipes are tuned finely to the power of Glory! They were carefully crafted by the Glorious Challenger himself, Lotto Love. Thru their essence do his abilities to sing praise and perform earth-shattering song excel.

These bagpipes have an extradimensional compartment that can hold up to 750 additional pounds, not exceeding 96 cubic feet. Retrieving an item from the compartment requires an action.

Your Charisma score increases by 3, up to a maximum equal to your ability score cap.

BELLOWING STRENGTH OF GLORY!
You gain a +1 bonus to Strength (Athletics) checks. The bonus increases to +2 if you are wearing a kilt.


Feller's Armory

Huntmaster’s Trap


Hunting Trap

When you use your action or bonus action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on the pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or spike driven into the ground. A creature that steps on the plate must succeed on a DC 15 Dexterity saving throw or take 1d4 piercing damage and stop moving. At the beginning of each subsequent turn, until a successful DC 15 Medicine check is made or they are healed in any way, they take an additional 1d4 bleed damage as the trap cut into their limb. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 2 piercing damage to the trapped creature. When a creature breaks out of this trap, it resets itself to snap shut again. A creature can spend 1 minute to disengage the hunting trap for later use.


GLORIOUS MUNDANE INVENTORY
Glorious Shield (affixed with Holy Emblem of a Sword)
Devil's Luck, the Herald of Glory (Feller's Blade, +1 Greatsword)
Glorious Brewer's Supplies
Glorious Lute
1 x Glorious Carved Wooden Daborakian Horse
1 x Lord of Blades Body Pillow pogU
Glorious Traveler's Clothes
Glorious Bullseye Lantern
1 x Glorious Weak Oil of Sharpness (+1)
1 x Glorious Scroll of Lesser Restoration
2 x Glorious Scroll of Shield of Faith
4 x Glorious Scroll of Protection from Evil and Good
1 x Glorious Scroll of Branding Smite
4 x Glorious Potions of Healing
2 x Glorious Superior Healing Potion
2 x Glorious Greater Healing Potion
2 x Glorious Scroll of Magic Missiles
2 x Glorious Scroll of Cure Wounds
3 x Glorious Bandolier
1 x Glorious Scroll of Purify Food and Drink
1 x Glorious Scroll of Detect Magic
Glorious Hand Crossbow
Wooden Carving Depicting Dragonborn Holding Lute made by Allegro
4 Glorious Bottles of Shine
50ft of Glorious silk rope
3 x Glorious Vials of Antitoxin
2 x Aged Fine Wine
1 x Harness of Seeker
1 x Masterwork Plate Armor

Glorious Explorer's Pack

-backpack
-bedroll
-mess kit
-tinderbox
-7 torches
-9 days of rations
-waterskin


Stored in BAGPIPES OF GLORY

5 x Potions of Invulnerability
129 x Potions of Growth
20 x Potions of Speed
18 x Potions of Flying
17 x Holy Water (flask)
1 x Potion of Heroism
1 x Big Boi Potion


Wealth

11,257gp



Crafting Items

Crafting Materials



231 Crafting Tokens

Masterwork's Legacy Blueprint (IN QUEUE)


 

Equipment
Steton Striders
Faction
Mad Man
Stat Array
Completed the Westwatch Campaign to obtain Prestige 5 (Per Nurp)

Title: Glorious Challenger
Divine Smite deals an additional d8. This ability can be used 2 times per short rest.

 


Breath Attack
You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can't use it again until you complete a short or long rest.


Divine Sense
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.


Lay on Hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.


Divine Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.


Fighting Style: Defense
Defense
While you are wearing armor, you gain a +1 bonus to AC.


Fighting Style: Dueling
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.


Divine Health
By 3rd level, the divine magic flowing through you makes you immune to disease.


Oath of the Ancients
The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world.

Tenets of the Ancients

The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.

Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
Be the Light. Be a Glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.

Oath of the Ancients Spells

3rd ensnaring strike, speak with animals
5th moonbeam, misty step
9th plant growth, protection from energy
13th ice storm, stoneskin
17th commune with nature, tree stride


Nature's Wrath
You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.


Turn the Faithless
You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.


Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.


Aura of Warding
Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

At 18th level, the range of this aura increases to 30 feet.


Shield Master (feat)
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.


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 (d6)
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.


College of Swords
Bonus Proficiencies
When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.

If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.

 


Blade Flourish
Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.

Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.

Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.


Resistance to Fire Damage



Languages Known: Common and Draconic


Class/Racial Features & Traits

First Day

Arrived at the Strider's today. Such a grand hall. Took a rest upstairs and had food and drink downstairs in the main hall. GLORY!

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