June
June
Sheet
AC 13 · HP 21 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- HistoryINT
- InsightWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
Armor
Weapons
Tools
Languages
Features
11 featuresAlways on
- Bardic InspirationLevel 1
When Bonus action
Choose a creature within 60 feet that can hear you. It gains a Bardic Inspiration die, a d6, to add to one ability check, attack roll, or saving throw within 10 minutes.
- Combat InspirationLevel 3
When When a creature uses your Bardic Inspiration die
When a creature uses your Bardic Inspiration die, it can add the die to a weapon damage roll instead of an attack roll, or add it to its AC against one attack after seeing the roll.
- SpellcastingLevel 1
You can cast bard spells. Your spellcasting ability is Charisma, and you can use a musical instrument as a spellcasting focus.
- ExpertiseLevel 3
Choose three skills. Your proficiency bonus is doubled for any ability check you make that uses those skills.
- Jack of All TradesLevel 2
You can add half your proficiency bonus, rounded down, to any ability check you make that does not already include your proficiency bonus.
- Song of RestLevel 2
A short rest can help your wounded allies recover more quickly. Each friendly creature who can hear your performance regains extra hit points equal to one roll of your Bardic Inspiration die at the end of a short rest, provided the creature spent one or more Hit Dice during that rest.
- Bard College: College of ValorLevel 3
You gain proficiency with medium armor, shields, and martial weapons. When a creature uses your Bardic Inspiration die to deal damage or add to an attack roll, it may also use the die to add to AC against one attack after seeing the roll, if it has the Combat Inspiration option available.
- Bonus ProficienciesLevel 3
You gain proficiency with medium armor, shields, and martial weapons.
- Ability Score IncreaseHumanYour ability scores each increase by 1.
- Extra LanguageHumanYou can speak, read, and write one extra language of your choice.
- Ship's PassageSailor
You can secure free passage on a ship for yourself and your companions, provided your captain is not bound by bad weather, dangerous waters, or hostile crew.
Spells
8 spellsSpellcasting. June casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (4 slots): , , , , ,
2nd level (2 slots): no spells
Gear
9 itemsWeapons
- RapierA finely balanced blade favored for duels and quick defense.
- DaggerA small dagger kept in a boot sheath for emergencies.
- Belaying PinA heavy club or pin used to keep order aboard ship.
Armor
- Leather ArmorA light armor shirt of stitched leather, worn smooth by sea spray.
Tools
- LuteA stringed instrument she uses to lead songs and cast spells.
- Navigator's ToolsTools and charts used to navigate by stars, coastlines, and weather.
Gear
- Entertainer's PackA kit of supplies for travel, intrigue, and survival.
- Silk Rope, 50 feetA sturdy rope used for climbing rigging, tying cargo, and rescuing fools.
- Lucky CharmA token from an old voyage, kept as a reminder of the life she left behind.
Appearance
June is a lean human woman with wind-tousled dark hair, sharp sea-blue eyes, and a sun-weathered face that lights up when she smiles. She wears fitted leather armor under a salt-stained blue coat, with a rapier at her hip and a lute strapped across her back. Her hands are callused from rope, rigging, and strings, and she always smells faintly of tar, rain, and citrus oil.
Mannerisms
June taps a steady rhythm on railings, tables, or her own knee whenever she thinks. She speaks like she is choosing words to fit a melody, and she often hums under her breath when she is nervous, trimming the tune into a sharp sailor's cadence.
Personality
Warm, observant, and quick to laugh, June makes people feel like they have known her for years. She is courteous to strangers, fiercely loyal to friends, and far more dangerous than her easy charm suggests. She prefers clever solutions, but once she commits to a cause, she follows through with stubborn courage.
Ideals
Freedom. No one should be owned by fear, debt, or the cruelty of the powerful. The sea taught her that every creature deserves room to steer its own course.
Bonds
June keeps a knotted charm from her first ship tied to the lute strap, and she will risk her life to honor the crew who taught her how to survive. She is also hunting the people responsible for the betrayal that cost her former shipmates their lives.
Flaws
June can never leave an injustice alone, even when caution would be wiser. She sometimes trusts a bold grin and a clever story too quickly, especially if someone reminds her of a clever sailor she once loved and lost. When confronted with betrayal, she becomes cold, stubborn, and dangerously determined.
Quirks
Background
June was born on a narrow stretch of harbor where every child learned two things early, how to knot a line and how to read a storm. She grew up on working ships, first as a galley runner, then as a deckhand, and finally as the one crew members asked to sing when the nights turned long and the sea turned mean. Her voice could settle a brawl faster than a club, and her quick wit made her a favorite in every port from here to the edge of the chart. She learned that a good song could keep spirits high, but a better one could hide a warning, soothe a grieving mate, or turn a captain's doubt into action. When a voyage went wrong and a trusted crew was lost to treachery on the waves, June walked away from the harbor with a lute, a debt of names she refuses to forget, and a promise to never let the powerless be swallowed by greed again. She found that a bard's charm could open doors, but a sailor's balance and nerve could keep them open when blades came out. Now she travels where the tides, rumors, and cries for help take her, offering music, strategy, and steel in equal measure. She still claims the sea taught her everything worth knowing, and she treats every new ally like crew, every enemy like bad weather, and every rescue like a ship pulled back from the rocks.
“Her voice could settle a brawl faster than a club, and her quick wit made her a favorite in every port from here to the edge of the chart.”
- Background
- Sailor
Connections
Species
Human
Media
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