Name: Nethra Ironhide
Race: Minotaur
Class: Half-Elf Bard
Level: 1
Alignment: Chaotic Good
Stats:
Stat | Score | Modifier |
---|
Strength | 16 | +3 |
Dexterity | 12 | +1 |
Constitution | 16 | +3 |
Intelligence | 10 | +0 |
Wisdom | 8 | -1 |
Charisma | 14 | +2 |
Proficiency Bonus: +2
Skills: Perception, Athletics, Intimidation, Performance
Saving Throws: Strength, Constitution
Hit Points: 12
Armor Class: 14
Speed: 40 ft
Initiative: +1
Inventory:
- Leather Armor
- Longsword
- Shortbow
- 20 Arrows
- Backpack
- Bedroll
- Rations (5 days)
Weapons:
- Longsword (1d8+3 slashing damage)
- Shortbow (1d6 piercing damage)
Spells:
- Vicious Mockery
- Healing Word
Equipment:
- Lute
- Ink and quill
- 10 pieces of parchment
- Waterskin
- 5 gold pieces
Features and Traits:
- Horns: Nethra's horns can be used as a melee weapon (1d6+3 piercing damage).
- Minotaur Resilience: Nethra has advantage on saving throws against being charmed or frightened.
- Darkvision: Nethra can see in dim light within 60 feet of her as if it were bright light, and in darkness as if it were dim light.
Allies and Organizations:
- The Bard's College: Nethra trained at the Bard's College, and is well-connected with other bards in the realm.
Treasure:
Background:
Nethra was born into a clan of minotaurs who roamed the plains, her family's strength and resilience had been passed down for generations. However, Nethra had always felt drawn to music and storytelling, and would often entertain her family with her lute. When she came of age, she left her clan to pursue her dreams of becoming a bard.
She trained at the Bard's College, where she honed her musical skills and learned the art of storytelling. Despite her minotaur heritage, she found acceptance among her half-elf peers, who appreciated her unique perspective and powerful performance abilities. Now, she travels the realm, seeking new stories to tell and adventures to have.
Name: Nethra Ironhide
Race: Minotaur
Class: Half-Elf Bard
Level: 1
Alignment: Chaotic Good
Stats:
Stat | Score | Modifier |
---|
Strength | 16 | +3 |
Dexterity | 12 | +1 |
Constitution | 16 | +3 |
Intelligence | 10 | +0 |
Wisdom | 8 | -1 |
Charisma | 14 | +2 |
Proficiency Bonus: +2
Skills: Perception, Athletics, Intimidation, Performance
Saving Throws: Strength, Constitution
Hit Points: 12
Armor Class: 14
Speed: 40 ft
Initiative: +1
Inventory:
- Leather Armor
- Longsword
- Shortbow
- 20 Arrows
- Backpack
- Bedroll
- Rations (5 days)
Weapons:
- Longsword (1d8+3 slashing damage)
- Shortbow (1d6 piercing damage)
Spells:
- Vicious Mockery
- Healing Word
Equipment:
- Lute
- Ink and quill
- 10 pieces of parchment
- Waterskin
- 5 gold pieces
Features and Traits:
- Horns: Nethra's horns can be used as a melee weapon (1d6+3 piercing damage).
- Minotaur Resilience: Nethra has advantage on saving throws against being charmed or frightened.
- Darkvision: Nethra can see in dim light within 60 feet of her as if it were bright light, and in darkness as if it were dim light.
Allies and Organizations:
- The Bard's College: Nethra trained at the Bard's College, and is well-connected with other bards in the realm.
Treasure:
Background:
Nethra was born into a clan of minotaurs who roamed the plains, her family's strength and resilience had been passed down for generations. However, Nethra had always felt drawn to music and storytelling, and would often entertain her family with her lute. When she came of age, she left her clan to pursue her dreams of becoming a bard.
She trained at the Bard's College, where she honed her musical skills and learned the art of storytelling. Despite her minotaur heritage, she found acceptance among her half-elf peers, who appreciated her unique perspective and powerful performance abilities. Now, she travels the realm, seeking new stories to tell and adventures to have.
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