Drop image here or click to upload.

Please enable javascript to upload images.
Basics
Name:
Captain Samuel Greyfox
Hit Points:
15
Armor Class:
13
Initiative Bonus:
3
SpellCasting Ability:
Spell Save DC:
Spell Attack Bonus:
Weight Carried:
Encumbered:
Push Drag Lift:
Total Hit Dice:
Race:
Human
Proficiency Bonus:
2
Class:Bard(2)
Abilities
Name
Value
Mod
  • Intelligence:
    0
    0
  • Strength:
    -1
    0
  • Dexterity:
    2
    0
  • Constitution:
    1
    0
  • Wisdom:
    2
    0
  • Charisma:
    3
    0

Combat

Melee

Attack Area of Effect Mod Dmg
Off-hand Dagger single 4 1d4
Rapier single 4 1d8+2
Currency

  • Gold (10)
Description
Spells & Powers

  • Light

  • Vicious Mockery

  • Bane

  • Healing Word

  • Identify

  • Unseen Servant
Equipment

  • Dagger (1)

  • Backpack (1)

  • Leather Armor (2)

  • Rations [1 day] (5)

  • Waterskin (1)

  • Bedroll (1)

  • Candle (1)

  • Clothes, Common (1)

  • Clothes, Costume (1)

  • Disguise Kit (1)

  • Lute (1)

  • Rapier (1)

  • Rope, Silk (0)
Skills
Prof
Mod
Name
Bonus
  • Acrobatics
    4
  • Animal Handling
    3
  • Arcana
    1
  • Athletics
    1
  • Deception
    4
  • History
    1
  • Insight
    4
  • Intimidation
    4
  • Investigation
    1
  • Medicine
    3
  • Nature
    1
  • Perception
    4
  • Performance
    5
  • Persuasion
    4
  • Religion
    1
  • Sleight of Hand
    4
  • Stealth
    3
  • Survival
    3
Ship's Passage

When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

Proficiencies

  • [Tools] Navigator

  • [Language] Elvish

  • [Language] Common
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.

Bardic Inspiration

As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

Uses/Long Rest: 3

Song of Rest

If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

Jack of All Trades

Add half your proficiency bonus, rounded down, to any ability check that doesn't already include it.