Last updated: 3/10/2025
RomanLVL 3 Monk/Bard | Hit Dice: 3d8 HP: 18/18 | Prof: +2 Unarmored AC: 15 | Focus 2/2 S Spell points: 4/4 L Uncanny Metabolism: 1/1 L Superiority Dice: 4/4 S | ||||||||
Strength 10 (0) | Dexterity 16 (+3) | Constitution 10 (0) | Intelligence 8 (-1) | Wisdom 12 (+1) | Charisma 15 (+2) | ||||||
Saving: 2 | Saving: 5 | Saving: 0 | Saving: -1 | Saving: 1 | Saving: 2 | ||||||
Athletics: 1 | Acrobatics: 7 | Arcana: 1 | Animal Handling: 3 | Deception: 3 | |||||||
Sleight of Hand: 5 | History: 0 | Insight: 3 | Intimidation: 3 | ||||||||
Stealth: 5 | Investigation: 0 | Medicine: 2 | Performance: 6 | ||||||||
Nature: 0 | Perception: 3 | Persuasion: 6 | |||||||||
Religion: 0 | Survival: 2 | ||||||||||
Background: Circus Performer - Trapeze | Passive Perception: 13, Speed: 40 | ||||||||||
Proficiencies: Simple weapons, Martial weapons with the light property, Light armor, Disguise Kit, Painter's Supplies, Drums, Lute, Lyre, Viol Languages: Common, Elvish, Dwarvish |
Speed: 30ft
Size: Medium, 5’9 feet tall
Age: 25/90
Skill: Sleight of Hand
Musician: You gain proficiency with 3 Musical Instruments. (Drums, Lyre, Viol) When finishing a Short or Long Rest, you can give a number of allies equal to your proficiency bonus Heroic Inspiration. (2)
Resourceful: You gain Heroic Inspiration whenever you finish a Long Rest
Ability Score Increase: +2 Cha, +1 Dex
Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: Disguise Kit
Skilled: You gain proficiency with 3 skills or tools. Persuasion, Animal Handling, Perception
Unarmored Defense: While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. (14)
Martial Arts: At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are simple melee weapons and martial weapons that have the Light property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
Monk’s Focus: 2/short, DC = 8 + wis + Prof (11)
Furry of Blows: 1 FP, to make two unarmed strikes as a Bonus Action
Patient Defense: You can take the disengage action as a bonus action. Or using 1 FP, you can take both Disengage and Dodge action as a bonus action.
Step of the Wind: You can take the Dash action as a bonus action. Or using 1 FP, you can take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.
Unarmored Movement: Your speed increases by 10 feet while you aren’t wearing armor or wielding a Shield.
Uncanny Metabolism: When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of HP = your Monk level plus the number you rolled (1d6 + 2). 1/long
Deflect Attacks: when you are hit with an attack that does bludgeoning, piercing, or slashing damage, you can use your reaction to reduce the attack total damage by 1d10 + dex mod + monk level (1d10 + 6).
If you reduce the damage to 0, you can spend 1 focus point to redirect some of the attack force. Choose a creature you can see within 5ft if the attack was melee or within 60ft that isn’t behind total cover if it was ranged. That creature must make a dex saving throw or take damage equal to two rolls of your martial arts die + dex mod. (2d6 + 3). The damage is the same type dealt by the attack.
Subclass: WAY OF THE TRAPEZE
Toe the Line: You can choose to spend a focus point to take an automatic 10 on a d20 roll whenever rolling a skill check, a saving throw or attack that uses your Dexterity Modifier.
You may not use this feature more than once per turn.
You also gain Proficiency with Acrobatics, or Expertise if already proficient.
Battle Master:
Maneuvers: SD = 4d8/short DC = 8 + Dex + prof bonus (13)
Proficiencies: one skill (Arcana), one musical instrument (Lute), Light armor
Bardic Inspiration: Bonus action, 60ft from self who can see or hear you. That creature gains one of your Bardic Inspiration dice. (1d6) A creature can only have one die at a time.
Once within the next hour when the creature fails a D20 test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20. The die is expended when it’s rolled.
You have a set number die equal to your Charisma mod (+2) and regain on long rest.
The dice increases to d8 at 5th level, d10 at 10th level and d12 at 15th level.
Expertise: double the proficiency bonus in Performance and Persuasion
Jack of All Trades: add half proficiency bonus to all ability checks that you’re not proficient in.
Subclass: college of dance
Dazzling footwork: when not wearing armor or wielding a shield:
Spell save DC = 8 + Cha + Prof (12)
Spell attack bonus = cha + Prof (4)
Spell points: 14
Prepared: 6
Roman’s magic focuses on performance. Illusions that create sensory or imagery are his favorite. He also enjoys magic that buffs his allies. He’s not too concerned about fighting with magic since he is skilled in martial arts.
Minor Illusion: Illusion, 1 Action, Range 30ft, 1 minute, S, M (a bit of fleece)
You create a sound or an image of an object within range that lasts for the duration. The illusion ends if you cast this spell again. If a creature takes a Study Action to examine the sound or image, the creature can determine that it is an illusion with a successful Investigation check against your spell DC (12). If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Sound: The volume can range from a whisper to a scream. It can be your voice, someone e’se’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
Image: If you create an image of an object, such as a chair, muddy footprints, or a small chest-- it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Dancing Lights: Illusion, 1 action, Range: 120ft, C for 1 minute, V, S, M (a bit of phosphorus)
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
Cure Wounds: Abjuration, 1 action, Range: Touch, Instantaneous, V,S
A creature you touch regains a number of hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Faerie Fire: Evocation, 1 Action, Range 60ft, C up to 1 minute, V
Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dex ST. (DC 12). For the duration, object and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition. Attack rolls against an affected creature or object have Advantage if the attacker can see it.
Feather Fall: Transmutation, 1 reaction (which you take when you or a creature within 60 feet of you falls), Range: 60ft, 1 minute, V, M (a small feather or piece of down)
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Silent Image: Illusion, 1 Action, Range: 60ft, C up to 10 minutes, V,S,M (A bit of fleece)
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Investigation check against your spell save DC (12). If a creature discerns the illusion for what it is, the creature can see through the image.
Heroism: Enchantment, 1 Action, Range: Touch, C up to 1 minute, V, S
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the frightened condition and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns.
Higher level casting: you can target one additional creature for each spell slot level above 1.
Silence: Illusion, 1 Action ( R ), Range: 120ft, C up to 10 minutes, V,S
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creatures or objects directly inside the sphere have immunity to thunder damage, and creatures have the deaf and condition while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Unarmed Strike: 1d20 + 5, 1d6 + 3 Bludgeoning
Pole of Collapsing: 1d20 + 5, 1d8 + 3 Bludgeoning, two-handed, reach: 10 feet
Backpack
Bedroll
Blanket
5 candles (For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for another 5 feet.)
5 days of rations (Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.)
Waterskin (4 pints of liquids)
Disguise Kit
Components. A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing.
Deception. In certain cases, a disguise can improve your ability to weave convincing lies.
Intimidation. The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully.
Performance. A cunning disguise can enhance an audience's enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction.
Persuasion. Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective.
Create Disguise. As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a Bag of Holding or a similar method to keep them hidden. Each disguise weighs 1 pound.
At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes.
Painter's Supplies
Components. Painter's supplies include an easel, canvas, paints, brushes, charcoal sticks, and a palette.
Arcana, History, Religion. Your expertise aids you in uncovering lore of any sort that is attached to a work of art, such as the magical properties of a painting or the origins of a strange mural found in a dungeon.
Investigation, Perception. When you inspect a painting or a similar work of visual art, your knowledge of the practices behind creating it can grant you additional insight.
Painting and Drawing. As part of a short or long rest, you can produce a simple work of art. Although your work might lack precision, you can capture an image or a scene, or make a quick copy of a piece of art you saw.
(2) Costumes (Advantage on any ability check you make to impersonate the person or type of person it represents)
Lute
Component pouch
Pole of Collapsing: While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.
Copper:
Silver:
Gold:
Platinum:
Roman was born in the Golden Dragon’s Circus. His family has owned the Circus for generations.
Strength: Slight (small stature)
Dexterity: Lithe (Bend with ease)
Constitution: Energetic
Intelligence: Frivolous (Carefree, not serious)
Wisdom: Naive
Charisma: Charming
Alignment: Chaotic Neutral, a bit of a free spirit that will do what he wants no matter how it affects others and values freedom above all. He is Self-absorbed and Selfish.
This is my life:
Summary: