Table of Contents

Sir Ethan Dezlentyr - Levels

Every level of Sir Ethan Dezlentyr


Male Human Bard 1

Medium humanoid, lawful good

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Armor Class 13 (leather armor)

Hit Points 9+4 (1d8+1 +4 TempHP)

Speed 30 ft.

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STR 8 (-1), DEX 14 (+2), CON 12 (+1), INT 13 (+1), WIS 12 (+1), CHA 16 (+3)

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Feats: Inspiring Leader

Saving Throws Dex +4, Cha +5

Skills History +3, Insight +3, Intimidation +5, Perception +3, Persuasion +5, Religion +3

Senses passive Perception 13

Languages Common, Draconic, Celestial

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Spells:

Presdigitation

Vicious Mockery

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Dissonant Whispers

Healing Word

Silvery Barbs

Unseen Servant



Male Human Bard 2

Medium humanoid, lawful good


Armor Class 13 (leather armor) Hit Points 15 (2d8+7) Speed 30 ft.


STR 8 (-1), DEX 14 (+2), CON 12 (+1), INT 13 (+1), WIS 12 (+1), CHA 16 (+3)


Feats Inspiring Leader Saving Throws Dex +4, Cha +5 Skills Acrobatics +3, Animal Handling +2, Arcana +2, Athletics +0, Deception +4, Deprecated - Tools +2, History +3, Insight +3, Intimidation +5, Investigation +2, Medicine +2, Nature +2, Perception +3, Performance +4, Persuasion +5, Religion +3, Sleight of Hand +3, Stealth +3, Survival +2 Senses passive Perception 13 Languages Celestial, Common, Draconic

Actions


Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 1d4+2 piercing damage.

Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8+2 piercing damage.

Unarmed Strike. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature. Hit: 1 bludgeoning damage.

Equipment Dagger, leather armor, Rapier, backpack, bedroll, clothes, fine, dice set, flute, healer's kit, mess kit, potion of healing, pouch, rations (5), scroll of pedigree, signet ring, waterskin, 13 gp, 5 sp

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Spells:

Presdigitation

Vicious Mockery

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Comprehend Languages

Dissonant Whispers

Healing Word

Silvery Barbs

Unseen Servant


Human Bard 5

Sir Ethan Dezlentyr Male Human Bard 5 Medium humanoid, lawful good


Armor Class 14 (studded leather) Hit Points 33 (5d8+14) Speed 30 ft.


STR 8 (-1), DEX 14 (+2), CON 12 (+1), INT 13 (+1), WIS 12 (+1), CHA 18 (+4)


Feats Inspiring Leader Saving Throws Dex +5, Cha +7 Skills Acrobatics +3, Animal Handling +2, Arcana +2, Athletics +0, Deception +5, Deprecated - Tools +2, History +4, Insight +7, Intimidation +7, Investigation +2, Medicine +2, Nature +2, Perception +4, Performance +5, Persuasion +10, Religion +4, Sleight of Hand +3, Stealth +3, Survival +2 Senses passive Perception 14 Languages Celestial, Common, Draconic


Silver Tongue. When making a Charisma (Persuasion or Deception) check, any roll of 9 or lower counts as a roll of 10.

Unfailing Inspiration. When a creature adds one of your Bardic Inspiration dice to an ability check, attack roll, or saving throw and fails, it can keep that die.

Unsettling Words. You can use a bonus action to expend and roll one of your Bardic Inspiration dice, choosing a creature visible to and within 60 feet of you. The creature must subtract that number rolled from the next saving throw it makes before the beginning of your next turn.

Actions


Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 1d4+2 piercing damage.

Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d8-1 slashing damage or 1d10-1 slashing damage if used with two hands to make a melee attack.

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+2 piercing damage.

Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 bludgeoning damage.

Universal Speech (1/long rest). As an action, you may choose one or more creatures within 60 feet of you, up to a number equaling your Charisma modifier (a minimum of 1). The creatures chosen are able to magically understand you for the next hour, regardless of what language you use. Once used, you must either long rest or spend a spell slot to use it again.

Reactions


Infectious Inspiration (4/long rest). When a creature within 60 feet of you adds a Bardic Inspiration die from you to one of its ability checks, attack rolls, or saving throws and succeeds, you can use a reaction to give another creature a Bardic Inspiration die. This die does not expend any of your pool of Bardic Inspiration dice. The chosen second creature cannot be you, and must be visible to you and within 60 feet of you. You can use this reaction a number equaling your Charisma modifier (a minimum of 1 use), and you regain all spent uses of this ability at the end of your next long rest.

Equipment Dagger, Longsword, Rapier, studded leather, backpack, bedroll, candle (3), dice set, flute, healer's kit, mess kit, paper (2), potion of healing, pouch, rations (5), scroll of pedigree, signet ring, torch, waterskin, 28 gp, 8 sp, 11 cp