test
test
Sheet
AC 14 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresBonus action
- Bardic InspirationLevel 1
When A creature within 60 feet that can hear you fails an ability check, attack roll, or saving throw within the next hour.
As a Bonus Action, give a creature within 60 feet that can hear you a d6 Bardic Inspiration die. The creature can use it within the next hour after failing an ability check, attack roll, or saving throw.
- Breath WeaponDragonbornAs a Bonus Action, exhale destructive energy in a 15-foot cone. Each creature in the area makes a Dexterity saving throw, taking damage on a failed save and half as much on a success. The damage is 1d10 at level 1 and increases with level. You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a Long Rest.
Always on
- SpellcastingLevel 1
You can cast prepared Bard spells using Charisma as your spellcasting ability. You can use a musical instrument as a spellcasting focus for your Bard spells.
- Draconic AncestryDragonbornChoose Chromatic, Gem, or Metallic ancestry. Test has Chromatic ancestry, associated with acid damage.
- Damage ResistanceDragonbornYou have resistance to the damage type associated with your Draconic Ancestry.
- DarkvisionDragonbornYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You see darkness in shades of gray.
- Draconic LanguageDragonbornYou can speak, read, and write Draconic.
- Criminal ContactCriminal
You have a reliable and trustworthy contact who acts as your liaison to a network of criminals. You know how to get messages to and from your contact, even over great distances, though your contact cannot perform risky or dangerous tasks for you.
Spells
6 spellsSpellcasting. test casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , , ,
Gear
8 itemsWeapons
- 2×DaggerSimple finesse weapons suitable for close combat or throwing.
Armor
- Leather ArmorLight protective armor made from supple cured leather.
Tools
- LuteA battered six-string lute used for performances and spellcasting.
- Thieves' ToolsA compact set of picks and tools for opening locks and disabling traps.
Gear
- Entertainer's PackA pack containing costumes, candles, rations, waterskin, disguise supplies, and other performance necessities.
- Gaming SetA marked set of bone dice used for gambling and coded signals.
- Burglar's PackA pack containing rope, crowbar, hammer, pitons, lantern, oil, tinderbox, rations, waterskin, and related burglary gear.
Purse
- 35×Gold PiecesStarting currency retained after purchasing equipment.
Appearance
A lean, copper-scaled dragonborn male with narrow golden eyes, a chipped left horn, and a quick, crooked smile. He dresses in worn leather armor beneath a dark green traveling coat, with several hidden pockets sewn into the lining. A battered lute hangs from his shoulder, its case reinforced with metal corners and its interior secretly lined with lockpicks and false-bottom compartments.
Mannerisms
He taps rhythms against nearby surfaces when thinking, flips his stolen signet ring over his knuckles, and answers serious questions with a grin before offering the truth.
Personality
Test is quick-witted, shamelessly confident, and friendly in the way of someone who is always checking whether a conversation can become profitable. He enjoys applause more than wealth, though he rarely turns down either. Beneath his swagger is a wary survivor who expects betrayal and tries to betray people first, just in case.
Ideals
Freedom. Nobody owns me, nobody commands me, and nobody gets to decide what I am worth.
Bonds
He carries a stolen magistrate's signet ring and intends to uncover the truth behind the disastrous burglary that destroyed his old crew.
Flaws
He cannot resist showing off when someone doubts him, even when silence would be safer. He also has a habit of treating every relationship like a transaction until proven otherwise.
Quirks
Background
Test grew up in the crowded back rooms of roadside inns, where nobody asked too many questions as long as the drinks kept flowing. His draconic heritage made him memorable, so he learned early that charm was more useful than hiding. He played cheap songs for travelers, watched their hands, and became very good at noticing which purses were worth taking. His first real mentor was an aging burglar who taught him that every lock had a rhythm and every guard had a habit. Eventually, Test joined a small criminal crew that used music as cover for burglary. He was the distraction, the lookout, and occasionally the one who talked everyone out of trouble. A job went wrong when the crew tried to steal from a well-connected magistrate, leaving Test with a stolen signet, a burned safehouse, and several former allies who would prefer him dead. Now he wanders from town to town as a performer and confidence trickster, looking for profitable work, easy applause, and the chance to discover who betrayed him first.
“His draconic heritage made him memorable, so he learned early that charm was more useful than hiding.”
- Background
- Criminal
Connections
Species
Dragonborn
Media
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