Mialee Amastacia
Level 5 Half-Elf · Bard (College of Lore) · Entertainer · Chaotic Good · age 23
2014 · 5e
Mialee has sun-streaked chestnut hair pulled back with a weathered lute string, ochre eyes that sparkle with mischief, and an ever-present half-smile. She wears a patchwork coat of colorful fabrics, each patch a memento from a tale she's told.
Saving Throws
- Strength -1
- Dexterity +5
- Constitution +2
- Intelligence +0
- Wisdom +1
- Charisma +7
Skills
- Acrobatics (DEX) +5
- Animal Handling (WIS) +4
- Arcana (INT) +3
- Deception (CHA) +7
- Performance (CHA) +7
- Persuasion (CHA) +7
- Sleight of Hand (DEX) +5
Attacks
| Attack | Bonus | Damage |
|---|---|---|
| Dagger | +5 | 1d4 + 2 piercing |
| Dagger (thrown) | +5 | 1d4 + 2 piercing |
| Unarmed Strike | +2 | 1 - 1 bludgeoning |
Spellcasting
Cantrips
- Vicious Mockery — Range 60 ft. Wis save or 1d4 psychic and disadvantage on the target’s next attack.
- Minor Illusion — Range 30 ft. Create a sound or a static image (5-ft cube). Investigation check to discern.
- Mage Hand — Range 30 ft. A spectral hand manipulates objects up to 10 lb.
1st Level
- Charm Person — Range 30 ft. A humanoid, Wis save or charmed by you for 1 hour (advantage if you’re fighting it).
- Detect Magic — Sense magic within 30 ft for 10 min; an action reveals each aura’s school. Concentration, ritual.
- Disguise Self — Change your appearance (and clothing/gear) for 1 hour. Investigation check to see through it.
- Healing Word — Range 60 ft. Bonus action; a creature regains 1d4 + your spellcasting modifier HP.
- Invisibility — Touch. A creature and its gear turn invisible for 1 hr or until it attacks/casts. Concentration.
- Shatter — Range 60 ft. 10-ft radius; Con save or 3d8 thunder (inorganic creatures have disadvantage).
- Hypnotic Pattern — Range 120 ft. 30-ft cube; Wis save or charmed and incapacitated (speed 0). Concentration, 1 min.
- Tongues — Touch. A creature can understand any spoken language and be understood by anyone, for 1 hr.
Proficiencies & Languages
Armor: Light armor
Weapons: Simple weapons, Hand crossbows, Longswords, Rapiers, Shortswords
Tools: Three musical instruments of your choice, Disguise kit, One type of musical instrument
Languages: Common, Elvish
Equipment
- Lute
- Leather armor
- Dagger
- Entertainer's pack
Features & Traits
You cast spells drawn from the bard spell list, using Charisma as your spellcasting ability.
As a bonus action, give one creature a Bardic Inspiration die (d8). Within 10 minutes it can add the die to one ability check, attack roll, or saving throw. Uses = CHA modifier per rest.
You can add half your proficiency bonus (rounded down) to any ability check you make that doesn’t already include your proficiency bonus.
During a short rest, you and friendly creatures who hear your performance regain an extra 1d6 hit points when they spend Hit Dice.
Choose two of your skill proficiencies; your proficiency bonus is doubled for any ability check you make that uses either.
At 3rd level you choose a college (College of Lore) that grants features now and at higher levels.
You regain all expended uses of Bardic Inspiration when you finish a short or long rest, not just a long rest.
Advantage on saving throws against being charmed, and magic can’t put you to sleep.
You gain proficiency in two skills of your choice.
When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.
As a reaction when a creature you can see within 60 feet makes an attack roll, ability check, or damage roll, expend one Bardic Inspiration die and subtract the number rolled from the creature’s roll.
You can always find a place to perform, receiving free lodging and food of a modest standard in return, and you become a local figure of note.
Increase your ability scores: +2 CHA.
