Eadwyn McLeud, Bard (College of Lore) 4 Medium Humanoid (Human),
Chaotic Good
Armour Class 1-, 1- DR -, Soak - (--), Coverage - (--)
Wounds 12 Vigour 23 current: 12/23
Speed 30
ft.
Proficiency +2 Initiative +3
STR 12(+1), DEX 15 (+2), CON 10 (0), INT 14 (+2), WIS 8(-1), CHA 20 (+5)
Saving Throws Dex +4, Cha +7
Skills Acrobatics +4, Deception +9, History +4, Insight +7, Perception +1,
Performance +9, Persuasion +9, Sleight of Hand +4, Stealth +4 , Subskills: Performance: Singing +10
Senses Passive
Perception 11
Languages Saxon - West Saxon, Brettonnic - Pictish, High Latin,
Germanic - Frankish, Goidelic - Scottish Gaelic. ( Native)
Musical Instruments: Bagpipes, Flute, Horn,
Drum. Defiant You can add a d4 to any attack roll, saving throw or ability check. You must do it after rolling but before knowing the ourtcome. You cannot use it again until finishing a short or long rest. Bardic Inspiration 5 uses / Short or Long rest
As a bonus action, a creature
(other than you) within 60 ft. that can hear you gains an inspiration die
(1d4). 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. Jack of all Trades You can add half your proficiency bonus, rounded
down (+1) to any ability check you make that doesn’t already include it.. 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. Expertise Your proficiency bonus is doubled for any ability
check you make with chosen proficiencies (2 at 3rd and 10th level). Performance Deception Bonus Proficiencies You gain proficiency with three more skills of your
choice. Stealth Perception Sleight of Hand Cutting Words As a reaction when a creature (that's not immune to
being charmed) you can see within 60 ft. makes an attack roll, ability check,
or damage roll, you can expend one use of Bardic Inspiration, roll the die, and
subtract the number from the creature's roll. You can do so after the roll but
before knowing the result.
Actions Dagger +4 (1d4+2) Melee or Thrown Handaxe +3 (1d6 +1) Melee or Thrown Rapier +4 (1d8+2) Shortbow +4 (1d6 +2)