Aedinos Jinn
Class: Bard 5
Race: Human (Variant)
Background: Archeologist (ToA)
Strength 9 (-1)
Athletics +2 (+7 climb & swim)
Dexterity 14 (+2)
Acrobatics +5
Sleight of Hand +3
Stealth +5
Intelligence 14 (+2)
Arcana +5
History +5
Investigation (ex) +8
Nature +5
Religion +5
Wisdom 14 (+2)
Animal Handling +3
Insight +3
Medicine +3
Perception (ex) +8
Survival +5
Charisma 14 (+2)
Deception +3
Intimidation +3
Performance +3
Persuasion +3
HP: 33
HD: 5d8
AC: 14
SPD: 30'
Saves: Dex +5, Cha +5
Initiative:+3
Passive Investigation: 18 (23 vs traps)
Passive Perception: 18 (23 vs traps)
Attacks: Rapier +5 hit 1d8+3 dmg; Hand Crossbow +5 hit 1d6+3 dmg (rng 30'/120'); Whip +2 hit 1d4+2 dmg (reach)
Proficiencies: Light Armor, Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords, Flute, Drums, Mandolin, Thieves Tools (expertise), Cartographers Tools
Languages: Common, Chultan, Draconic, Nexalan
Class Features:
Bardic Inspiration
You can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature 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. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 10th level, you can choose another two skill proficiencies to gain this benefit.
Font of Inspiration
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.
College of Lore:
Bonus Proficiencies
When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.
Cutting Words
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an Attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the Attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being Charmed.
Background Feature:
Historical Knowledge
When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.
Feats:
Dungeon Delver
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
You have advantage on saving throws made to avoid or resist traps.
You have resistance to the damage dealt by traps.
You can search for traps while traveling at a normal pace, instead of only a slow pace.
Prodigy
Prerequisite: Half-elf, half-orc or human
You have a knack for learning new things. You gain the following benefits:
You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Equipment:
A wooden case containing a map of a ruin or dungeon, bullseye lantern, miner's pick, traveler's clothes, shovel, 2 person tent, trinket, pouch, whip, studded leather, rapier, hand crossbow, bolt case, 20 bolts, dagger, vial of antitoxin, backpack, bedroll, ink, ink-pen, mess kit, flask of oil x4, potion of healing x2, rations x10, 50' silk rope, sack, tinderbox, waterskin, magnifying glass, mandolin, thieves tools, cartographers tools
0gp 6 sp 6 cp
Magic Items:
Gloves of Climbing & Swimming, Orb of Direction, Pole of Collapsing
Spells:
Cantrips at will
Light, Mage Hand, Mending
First 4 per long rest
Comprehend Languages, Detect Magic, Healing Word, Identify
Second 3 per long rest
Enhance Ability, Knock, Lesser Restoration
Third 2 per long rest
Dispel Magic