Ironchef Dwarven

Dwarf (Hill Dwarf), Guild Artisan (cook), Bard [1]

Strength Dexterity Constitution Intelligence Wisdom Charisma
11 [+0] 11 [+0] 15 [+2] 14 [+2] 13 [+1] 11 [+0]

Speed: 25ft
Size: Medium
Height: 4'3"
Weight: 157lb
Wounds: 11 (+1 per level [Hill Dwarf])
Saving Throws: Dexterity, Charisma
Proficiency: +2
Experience: 0
Age: 72
AC: 12

Proficiencies:
Weapons: Simple Weapons, Battleaxe, Handaxe, Throwing Hammer,
and Warhammer, Hand-Crossbows, Longswords, Rapiers, Shortswords.
Armour: Light Armour, Medium Armour.
Tools: Brewer's Supplies, Cooking Utensils, Musical Instruments [Bouzouki, Harp, Horn]
Skills: Insight, Persuasion, Nature, Animal Handling, Survival
Languages: Common, Dwarvish, Elvish

Feats and Abilities:

  • Darkvision:
    • You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey
  • Dwarven Resilience:
    • You have advantage on saving throws against poison, and you have resistance against poison damage.
  • Stonecunning:
    • Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
  • 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.
  • Guild Membership:
    • Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed.
    • In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
    • Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable.
    • You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.
    • You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.

Equipment:

  • Cart:
  • Holding:
    • Chest (2 cases for maps and scrolls, fine clothes, bottle of ink, ink pen, lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap). [Diplomat's Pack]
    • Cooking Utensils
    • Letter of introduction from my guild.
    • Bouzouki
    • Dagger
    • A fan that, when unfolded, shows a sleeping cat
  • Belt:
  • Equipped:
    • Traveler's Clothes
    • Light Hammer
    • Leather Armour

Currency:
Platinum: 0
Gold: 15
Electrum: 0
Silver: 0
Copper: 0

Spellcasting:

Spell Attack: (+2)
Spell Save Modifier: (10)

Cantrips:

  • Prestidigitation
  • Mending

Level 1: 2/day

  • Unseen Servant
  • Healing Word
  • Comprehend Languages
  • Illusory Script

Personality:

  • I’m well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven’t heard of me.
  • I like to talk at length about my profession.

Ideal:

  • Aspiration. I work hard to be the best there is at my craft.

Bond:

  • I created a great work for someone, and then found them unworthy to receive it. I’m still looking for someone worthy.

Flaw:

  • I’m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals.
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