| Max | Current | Temp |
|---|---|---|
| 28 | 28 |
Armor Class 14
| Fails | Saves |
|---|---|
| O | O |
| O | O |
| O | O |
| Name | Proficiency | Modifier |
|---|---|---|
| STRength | 9 | -1 |
| DEXterity | 17 | 3 |
| CONstitution | 10 | 0 |
| INTelegance | 17 | 3 |
| WISdom | 11 | 0 |
| CHArisma | 14 | 2 |
Proficiency bonus +3
Passive wisdom (perception) 16
Passive wisdom (insight) 11
Passive intelligence (investigation) 14
Dark-vision 120ft.
| Attribute | Value |
|---|---|
| Rogue | 3 |
| Bard | 3 |
| Race | Deep gnome |
| Background | Criminal-Spy |
| Collage | Whispers |
| Gender | Male |
| Age | 180 |
| Height | 3'1" |
| Weight | 42 |
| Skin | Pale |
| Eye | Deep blue |
| Hair | Auburn |
| X | Lawful | Neutral | Chaotic |
|---|---|---|---|
| Good | |||
| Neutral | X | ||
| Evil |
| Proficiency | Bonus | Name | MOD |
|---|---|---|---|
| Half | 4 | Acrobatics | DEX |
| Half | 1 | Animal Handling | WIS |
| Half | 4 | Arcana | INT |
| Half | 0 | Athletics | STR |
| Expert | 8 | Deception | CHA |
| Half | 4 | History | INT |
| Half | 1 | Insight | WIS |
| Proficient | 5 | Intimidation | CHA |
| Half | 4 | Investigation | INT |
| Half | 1 | Medicine | WIS |
| Half | 4 | Nature | INT |
| Expert | 6 | Perception | WIS |
| Half | 3 | Performance | CHA |
| Proficient | 5 | Persuasion | CHA |
| Half | 4 | Religion | INT |
| Expert | 9 | Slight of Hand | DEX |
| Expert | 9 | Stealth | DEX |
| Proficient | 3 | Survival | WIS |
| Name | Hit | Damage | Type | Range | QTY |
|---|---|---|---|---|---|
| Dagger | +6 | 1D4 +3 | Piercing | 20 / 60 | 2 |
| Rapier | +6 | 1D8 +3 | Piercing | 5 | 1 |
| Short bow | +6 | 1D6 +3 | Piercing | 80 / 320 | 1 |
| Fist | +2 | 0 | Bludgeoning | 5 | 2 |
| Type | Armor class | Cost | Weight |
|---|---|---|---|
| Leather | 11 + DEX | 10 | 10 |
speed 25
| weight | state |
|---|---|
| 67 | encumbered |
| 135 | push/drag/lift |
| QTY | name | weight(lb.) | cost(gp) |
|---|---|---|---|
| 1 | Signal Whistle | 0.05 | |
| 1 | Signet ring | 5 | |
| 1 | Poison DC10 d4 | 100 | |
| 2 | Thieves Tools | 2 | |
| 10 | wood rings | ||
| 10 | twine rings | ||
| 1 | banjo | ||
| 1 | flat cap | ||
| 1 | harmonica | ||
| 1 | Leather armor | 10 | 10 |
| 2 | Dagger | 2 | 4 |
| 1 | Rapier | 2 | 25 |
| 1 | Short bow | 2 | 25 |
Weigh's 1lb.
| QTY | name | weight(lb.) | cost(gp) |
|---|---|---|---|
| 16 | Arrows | 0.8 |
Weigh's 15lb. Can carry 500lb or 643'.
| QTY | name | weight(lb.) | cost(gp) |
|---|---|---|---|
| 4 | 10XArrows | 2 | |
| 0 | Health 10hp | ||
| 0 | Health 20hp | ||
| 1000 | Ball bearings | 2 | 1 |
| 1 | Crowbar | 5 | 2 |
| 1 | Lantern hooded | 2 | 5 |
| 2 | Oil (flask) | 2 | 0.2 |
| 1 | Little bag of sand | ||
| 1 | Magnifying glass | 100 | |
| 5 | Candle | 0.05 | |
| 2 | Paper | 0.4 | |
| 1 | Ink | 1 oz | 10 |
| 1 | Ink Pen | 0.02 | |
| 20 | Caltrops | 2 | |
| 1 | Block and tackle | 5 | |
| 1 | Grappling hook | 4 | 2 |
| 10 | Piton | 2.5 | 0.5 |
| 2 | Rope, silk (50ft) | 10 | 20 |
| 10 | String 10ft | ||
| 1 | Bedroll | 7 | 1 |
| 1 | Water skin | 5 | 0.2 |
| 1 | Tinder box | 1 | 0.5 |
| 1 | Whetstone | 1 | 0.01 |
| money | amount |
|---|---|
| copper | 0 |
| silver | 0 |
| electrum | 0 |
| gold | 90 |
| Platinum | 0 |
| Level | Spell name | Source | Time | Range | Component | Duration | Notes | Ref |
|---|---|---|---|---|---|---|---|---|
| Cantrip | Mage hand | Bard | Action | 30 | V,S | 1 Min | 10 lb max | 256 |
| Cantrip | Minor illusion | Bard | Action | 30 / 5 cube | S,Fleece | 1 Min | 260 | |
| Cantrip | True strike | Bard | Action | 30 | S | Concentration | ADV next attack | 284 |
| 1 | Cure wounds | Bard | Action | Touch | V,S | Instant | 1D8+CHA | 230 |
| 1 | Healing word | Bard | Bonus | 60 | V | Instant | 1D4+CHA | 250 |
| 1 | Silent image | Bard | Action | 60 / 15 | V,S,Fleece | Concentration <10min | 276 | |
| 1 | Unseen servant | Bard | Action | 60 | V,S,String,wood | 1 Hour | 10AC 1HP 2STR | 284 |
| 1 | Feather fall | Bard | Action | 60 | V, feather | 1 Min | 5 creatures | 239 |
| 1 svir | Disguise self | Bard | Action | Self | V,S | 1 Hour | 233 | |
| 2 | Cure wounds | Bard | Action | Touch | V,S | Instant | 2D8+CHA | 230 |
| 2 | Healing word | Bard | Bonus | 60 | V | Instant | 2D4+CHA | 250 |
| 2 | Silence | Bard | Action | 120 / 20 sph | V,S | Concentration <10min | 275 | |
| 2 svir | blind/deafness | Bard | Action | 30 | V | 1 Min | Con 14 save | 219 |
| 2 svir | Blur | Bard | Action | Self | V | Concentration <1min | 219 | |
| 3 svir | Nondetection | Bard | Action | Touch | V,S, no M as svir | 8 Hours | 10ft max | 263 |
You can cast known bard spells using CHA as your spellcasting modifier (Spell DC 13, Spell Attack +5) and known bard spells as rituals if they have the ritual tag. You can use a musical instrument as a spellcasting focus.
As a bonus action, a creature (other than you) 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. 2/Long Rest
You can add half your proficiency bonus, rounded down ( +1 ), to any ability check you make that doesn’t already include it.
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.
When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 psychic damage to that target. Once per round on your turn.
If you speak to a humanoid alone for at least 1 minute at the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.
Once per short rest or long rest.
Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.
You can use the bonus action granted by your Cunning Action to make a Sleight of Hand check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Climbing no longer costs you extra movement, and when you make a running jump, the distance you cover increases by 3 ft.
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Your darkvision has a radius of 120 feet.
You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.
You can cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest.
Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels.
I am always calm since I don’t pay attention to the risks in a situation. Never tell me the odds as ill always take them.
Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
I’m trying to pay off an old debt I owe to a generous benefactor.
If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
The short gnome was a striking figure, with his pale complexion and deep blue eyes that seemed to sparkle even in the dimmest light. His dark auburn hair was usually kept short and tidy, framing his face in a way that drew attention to his stunning eyes.
He was often seen wearing dark glasses, which he used to hide his glass eye, a constant reminder of the danger and violence he had left behind. His attire was a mishmash of styles, combining a flat cap with tattered armor and an assassin's hooded robe. It was clear that he had seen some tough times and had been forced to improvise with whatever he had on hand.
He could often be found busking on street corners and inns to earn his keep
As a young rogue, Goda had a rough start in life. Growing up on the streets, he learned early on how to pick pockets and sneak around unnoticed. However, his life of crime came to a halt when he was caught attempting to rob an old man. The old man, who happened to be a retired assassin, saw potential in the young thief and offered him an apprenticeship.
Goda spent several years learning the art of assassination and thievery under the tutelage of the old man. Despite his criminal past, he found himself drawn to the old man's wisdom and skill, and began to see a life beyond the shadows of thievery and deception.
Their final job together went wrong, and the old man was gravely wounded. Goda tried to help him escape, but they were separated during their escape. Goda was left with a serious injury - an arrow lodged in his eye. He woke up alone, without the old man or any sign of his whereabouts, and had to make his way out of the
| Attribute | Value |
|---|---|
| class | wizard |
| Race | Astral elf |
| Gender | female |
| Age | ? |
| Height | tall |
| Weight | slim |
| Skin | fair |
| Eye | hazel |
| Hair | dirty blonde |
| X | Lawful | Neutral | Chaotic |
|---|---|---|---|
| Good | ? | ||
| Neutral | |||
| Evil |
| Max | Current | Temp |
|---|---|---|
| ? | ? |
Armor Class ?
| Name | Proficiency | Modifier |
|---|---|---|
| STRength | ? | ? |
| DEXterity | ? | ? |
| CONstitution | ? | ? |
| INTelegance | ? | ? |
| WISdom | ? | ? |
| CHArisma | ? | ? |
Proficiency bonus +?
| QTY | name | weight(lb.) | cost(gp) |
|---|---|---|---|
imp called Mr. Nesbit
| Attribute | Value |
|---|---|
| class | warlock? |
| Race | half elf? |
| Gender | Male |
| Age | Mature |
| Height | tall |
| Weight | slim |
| Skin | tan |
| Eye | light blue |
| Hair | dirty blonde |
| X | Lawful | Neutral | Chaotic |
|---|---|---|---|
| Good | ? | ||
| Neutral | |||
| Evil |
| Max | Current | Temp |
|---|---|---|
| ? | ? |
Armor Class ?
| Name | Proficiency | Modifier |
|---|---|---|
| STRength | ? | ? |
| DEXterity | ? | ? |
| CONstitution | ? | ? |
| INTelegance | ? | ? |
| WISdom | ? | ? |
| CHArisma | ? | ? |
Proficiency bonus +?
| QTY | name | weight(lb.) | cost(gp) |
|---|---|---|---|
| Attribute | Value |
|---|---|
| class | wizard |
| Race | tiefling |
| Gender | Male |
| Age | young |
| Height | medium |
| Weight | slim |
| Skin | red |
| Eye | white |
| Hair | horns |
| X | Lawful | Neutral | Chaotic |
|---|---|---|---|
| Good | |||
| Neutral | ? | ||
| Evil |
| Max | Current | Temp |
|---|---|---|
| ? | ? |
Armor Class ?
| Name | Proficiency | Modifier |
|---|---|---|
| STRength | ? | ? |
| DEXterity | ? | ? |
| CONstitution | ? | ? |
| INTelegance | ? | ? |
| WISdom | ? | ? |
| CHArisma | ? | ? |
Proficiency bonus +?
| QTY | name | weight(lb.) | cost(gp) |
|---|---|---|---|
| Attribute | Value |
|---|---|
| class | Druid |
| Race | Lizard folk |
| Gender | Female |
| Age | fully grown? |
| Height | tall |
| Weight | ? |
| Skin | green |
| Eye | red |
| Hair | none |
| X | Lawful | Neutral | Chaotic |
|---|---|---|---|
| Good | ? | ||
| Neutral | |||
| Evil |
| Max | Current | Temp |
|---|---|---|
| ? | ? |
Armor Class ?
| Name | Proficiency | Modifier |
|---|---|---|
| STRength | ? | ? |
| DEXterity | ? | ? |
| CONstitution | ? | ? |
| INTelegance | ? | ? |
| WISdom | ? | ? |
| CHArisma | ? | ? |
Proficiency bonus +?
| QTY | name | weight(lb.) | cost(gp) |
|---|---|---|---|
I started the afternoon in tavern which was promptly destroyed buy some kind of plant monster. Alena Atarkov (a space ship captain) to the dock to board her ship but got ambushed by smaller plant monsters who nearly kill sam but luckily Fireplum help me save him. We arrived at the dock to find pirates stealing Alena's ship so we try to fight our way over but i get downed taking out one of the pirates. I wake up just as the ship is leaving the planet sam is dead but I just about live even if I fell sick to my stomach from being in space fo the first time.
Sod's law the First ship we encounter is an astral elf slaver, who tried to board/capture us but we fend them off taking some crew losses and braking one of the balisters.
we came across a Nautiloidea hulk that we search one to be attacked by bear slugs when leaving we hear a voice calling for help we release them only for them (a creepy tentacle monster) to turn on us. we escape taking some loot (medical kits and a large breast plate im holding for Burnhard) with us.
We dock a the port and disembark Alena tells us to go to the tavern/inn. Auren says she need some time to think so goes off to find a bar. So we try to find our way there eventually we find the place and I try to sneak in (as the lats tavern I was in got destroyed) but the owner is a beholder who spot's me but is very friendly we talk to an old captain and the owner who give us the lay of the land and the owner recommends his brothers shop. The next morning we wake and head out to the market to see what we can buy.