Strength 18 (+4) [15+2race+1feat]
Dexterity 14 (+2, save +4))
Constitution 18 (+4) [16+2race] (advantage vs. poison, poison resistance]
Intelligence 11 (+0)
Wisdom 13 (+1)
Charisma 9 (-1, save +1)
Hit points: 39 (4d8)
AC: 16
Size: M
Speed: 30
Darkvision 60’
Initiative: +2 (advantage, no surprise with axe)
Prof. Bonus: +2
Skills: Sleight of Hand, Nature, Investigation, Stealth, Perception, Athletics, Animal Handling, Survival, Acrobatics
Weapon proficiencies: Dwarven weapons, simple weapons, hand crossbows, long/short sword, rapier.
Armor proficiencies: Light, Medium
Other Proficiencies: Land Vehicles, Water Vehicles, Mason’s tools, Pipes, Drum, Lyre
Languages: Common, Dwarvish
Bard abilities:
Spellcasting: 3 cantrips, 7 spells known. Slots: 4/3. (save 9, mod -1)
Ritual casting, musical instrument may be a focus.
Spells Known:
- Cantrips: Mending, Minor Illusion, Prestidigitation
- Level 1: Unseen Servant®, Cure Wounds (1d8-1), Comprehend Languages®, Speak With Animals®, Detect Magic®,
- Level 2: Heat Metal, Calm Emotions
Bardic Inspiration (d6): 1/long rest, either:
- Use Bonus action to give die to another within 60’ to add to attack, ability check, or save (to be used within 10 mins).
- Cutting words: or Use Reaction to use die to subtract from another creature’s attack, ability check or damage roll.ack of Trades: add half prof. bonus (+1) to any nonproficient ability check (included below)Song of Rest (d6): during short rest friendly creature regain extra 1d6 hp
Expertise (2 skills, underlined below)
Racial abilities:
Dwarven resilience: Advantage on saves vs. poison, poison resistance.
Stonecunning: add double proficiency to History checks on origin of stonecutting.
Background abilities:
Folk Hero (subbing boats for toolkit): Rustic Hospitality
Feats:
Squat Nimbleness (XGTE: +1 Str, +5’ move, Acrobatic prof., advantage to escape grapple)
Skills
+4 (dex) Acrobatics
+3 (wis) Animal Handling
+1 (int) Arcana
+8 (str) Athletics (advantage on escape from grapples)
0 (cha) Deception
+1 (int) History (+4 on history of stone)
+2 (wis) Insight
0 (cha) Intimidation
+2 (int) Investigation
+2 (wis) Medicine
+2 (int) Nature
+3 (wis) Perception
0 (cha) Performance
0 (cha) Persuasion
1 (int) Religion
+4 (dex) Sleight of Hand
+6 (dex) Stealth
+3 (wis) Survival