Acker Bilk

Wood-Elf, Folk Hero, Bard[7]

Strength Dexterity Constitution Intelligence Wisdom Charisma
7 [-2] 16 [+3] 11 [+0] 12 [+1] 13 [+1] 16 [+3]

Traits:
Speed: 35ft
Size: Medium
Height: 5' 11"
Weight: 91 lbs
Age: 91 years

Experience: 23,000 [Next 8 at 34000]
Wounds: 43 [8+ Con, +6x D8+Con]
AC: 15

Proficiencies:
Armour: Light
Weapons: Simple weapons, hand crossbows, longswords, shortswords, longbows, shortbows, rapiers
Skills: Perception, Animal Handling, Survival, Sleight of Hand, Stealth x 2, Performance, Insight, Investigate x 2, History
Tools: Lute, Panflutes, Drum, Vehicles (land), Woodcarver's Tools
Languages: Common, Elvish
Saving Throws: Dexterity, Charisma

Features:

  • Bardic Inspiration (3 per short rest)
    • 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 d8. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
  • Jack of All Trades
    • Add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
  • Song of Rest
    • Use soothing music or oration to help revitalise your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
  • Cutting Words
    • When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.
  • Countercharm
    • As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
  • Additional Magical Secrets
    • You learn two spells of your choice from any class. (Armour of Agathys and Divination)
  • Rustic Hospitality
    • You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Equipment:

Cart:

Carrying:

  • Wood Carver's Tools
  • Lute
  • Panflute
  • Drum
  • Diplomat's Pack (Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.)
  • Shovel
  • An Iron Pot
  • Belt Pouch

Equipped:

  • Studded Leather Armour
  • Set of Common Clothes
  • Dagger
  • Rapier
  • Longbow

Belt Pouch
P:
G: 10
S:
C:

Spell casting:
DC 14
Spell Slots:
1st Level: 4
2nd Level: 3
3rd Level: 3
4th Level: 1

Cantrips:

1st Level:

2nd Level:

3rd Level:

4th Level:

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Defining Event:

  • I stole from a corrupt merchant to help the poor. (Bilgrath's Mercantile)

Personality Traits:

  • I’m confident in my own abilities and do what I can to instil confidence in others
  • If someone is in trouble, I’m always ready to lend help.

Ideal:

  • Sincerity. There’s no good in pretending to be something I’m not. (Neutral)

Bond:

  • I worked the land, I love the land, and I will protect the land.

Flaw:

  • I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
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