+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
-1 | Strength | |
+5 | Dexterity | |
+1 | Constitution | |
-1 | Intelligence | |
+0 | Wisdom | |
+6 | Charisma |
+7 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
-1 | Arcana | INT | |
+3 | Athletics | STR | |
+8 | Deception | CHA | |
-1 | History | INT | |
+0 | Insight | WIS | |
+4 | Intimidation | CHA | |
-1 | Investigation | INT |
+0 | Medicine | WIS | |
-1 | Nature | INT | |
+0 | Perception | WIS | |
+8 | Performance | CHA | |
+4 | Persuasion | CHA | |
-1 | Religion | INT | |
+7 | Sleight of Hand | DEX | |
+7 | Stealth | DEX | |
+0 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dagger | +8 | DEX | 1d4+3 | piercing | |
Finesse, Light, Thrown |
Performer. While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid’s Wisdom (Insight) check. If your check succeeds, you grab the humanoid’s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.
Bardic Inspiration (Bonus Action—4/Long Rest). Inspire one creature other than yourself within 60 feet of you who can hear you. It gains one Bardic Inspiration die, a d6.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. Song of Rest. You or any friendly creatures who can hear your performance regain hp at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
Melodic Mayhem. When you wield your musical instrument in one or two hands, and no other weapons, it becomes a weapon that deals 1d6 bludgeoning damage and has the versatile (1d8) property. When used in one hand, it gains the finesse property. Wielded with two hands, your Armor Class increases by 2.
Battaglia (4/Short Rest). As a bonus action on your turn, you can choose to teleport to an unoccupied square adjacent to any number of creatures you can see within 30 feet of you. Any Large or smaller creature within 5 feet of your new location must succeed on a Strength saving throw or be knocked prone.As part of this bonus action, you can expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the number rolled to the save DC. You can choose to use this feature after the creature makes its roll but before the DM announces if it succeeds or fails.
Weapon Proficiencies. Simple Weapons, Crossbow, Hand, Longsword, Rapier, Shortsword
Armor Proficiencies. Light Armor, Medium Armor
Tool Proficiencies. Disguise kit, Lyre, Flute, Lute, Viol, Pan flute
Languages. Common, Undercommon
Obsessed with contradictions to the point it is a core part of her personality, as she does not realize she is often doing or seeing the opposite of what something is.
To make people suffer! To make them cry!... is what she thinks, but she ends up often helping people out and doing the opposite
An attachment to the circus group that torturted her, as she is quite fond of them and remembers them with pure joy and excitement.
Reversed sense of rationality.
Surprisingly acrobatic, for how her outfit would seem to allow. Positive reactions to things that would normally seem hurtful, allowing her to push forward without true regards to her safety Her odd demeanor sometimes freaks out and demoralises enemies
You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life.
She is in a full, black and white jester costume. It is fitted enough to make out a humanoid form, but baggy enough to hide any sort of traits (if she is male, female, her race or anything). She is visible wearing a wrist compass which is basically a watch strap with a compass glued to it, to tell the time! The costume appears to be made of a ton of unorthodox patterns, always switching between black and white. It is weird to the point it appears as if it is moving when still, but still when it is moving, thus unable to truly describe its appearance, other than that it messes with ones perception.
Mellow was discovered as a kid and picked up by the Fallacious Fantasticals, a circus group within the bazaar who take up the bazaar deals. Mellow, despite being young, was also put through the process of the contract. As such she has a reversed sense of rationality and the other members often call it "Opposite Syndrome". She sees things the opposite, she sees black as white, white as black, time as direction, direction as time, good as evil, evil as good and so on. Despite her having a normal, morally at least, upbringing, her confusion due to her syndrome let to her ending up as evil. Or at least, that's how she thinks she is. She often looks to cause evil, by harming others and making them suffer. Though that in turn means, she ends up making them laugh, heals them and makes them feel better. She does not recognize this and instead believes she is an evil being, motivated purely by her greed for entertainment. Despite being in the group for years, she was led away from the bazaar as she wanted to experience more things. She was, frankly, bored of the routine in the bazaar. She would satisfy her need for "evil" but wanted something more. She knew adventurers dealt with lots of "happy" matters due to fighting and was curious as to their feelings and how they deal with it. She did not quite want to be happy through fighting, but rather wanted to take advantage of the lack of routine of an adventurer, thus took on an adventure. While initially she had and original destination, she forgot about it and, since she uses a pocket watch to tell her direction, she got lost and ended up in the Diluvian Keep
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Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
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