0% found this document useful (0 votes)
9 views2 pages

Skill Monkey Build

The document details the character profile of a Satyr Bard 6/Rogue 14, showcasing abilities, skills, and special features. Key attributes include high Dexterity and Constitution, with a focus on stealth, deception, and survival skills. The character has various special abilities, including Bardic Inspiration and Evasion, and is proficient in multiple weapons and tools.

Uploaded by

tempryanlee
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
9 views2 pages

Skill Monkey Build

The document details the character profile of a Satyr Bard 6/Rogue 14, showcasing abilities, skills, and special features. Key attributes include high Dexterity and Constitution, with a focus on stealth, deception, and survival skills. The character has various special abilities, including Bardic Inspiration and Evasion, and is proficient in multiple weapons and tools.

Uploaded by

tempryanlee
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Skill Monkey 3.

0
Satyr Bard 6/Rogue 14 - CL20 - CR 17
Neutral Fey; Atheist; Background: Urban Bounty Hunter;
Height: 5' 7"; Weight: 109lb. Skill Name Total Ability Prof Temp
Ability Score Modifier Saving Throw Acrobatics +11 DEX (5) +6
STR 10 0 +0 Animal Handling +9 WIS (3) +6
STRENGTH
Arcana +7 INT (1) +6
DEX 20 +5 +11 Athletics +6 STR (0) +6
DEXTERITY
Deception +14 CHA (2) +12
CON 20 +5 +5 History +7 INT (1) +6
CONSTITUTION

INT Insight +15 WIS (3) +12


INTELLIGENCE
12 +1 +7 Intimidation +8 CHA (2) +6
WIS 16 +3 +3 Investigation +13 INT (1) +12
WISDOM
Medicine +15 WIS (3) +12
CHA 14 +2 +2 Nature +13 INT (1) +12
CHARISMA
Perception +15 WIS (3) +12
AC 15 Initiative +8 Speed 55 ft
Performance +8 CHA (2) +6
Persuasion +14 CHA (2) +12
Proficiency +6 Inspiration
Religion +7 INT (1) +6
HP 203 HD 20d8 Death Saves Sleight of Hand +11 DEX (5) +6
Damage / Current HP HD Used Success/Fail
Stealth +17 DEX (5) +12
Survival +15 WIS (3) +12
Passive Perception: 25
Number of Attacks 1 Feats
Ram (Satyr) Fighter Initiate
You learn one Fighting Style option of your choice from the fighter class. You
cannot choose a style you already know.
Main hand: +6, 1d4 bludgeoning
When you reach a level that grants you the Ability Score Improvement feature,
Unarmed strike Mobile
Your speed increases by 10 feet.
• When you use the Dash action, difficult terrain doesn’t cost you extra movement
Main hand: +6, 1 bludgeoning on that turn.
• When you make a melee attack against a creature, you don’t provoke
Sharpshooter
Attacking at long range doesn't impose disadvantage on your ranged weapon
attack rolls.
• Your ranged weapon attacks ignore half cover and three-quarters cover.
• Before you make an attack with a ranged weapon that you are proficient with,
Skill Expert
You have a particular set of skills, gaining these benefits:

• One ability score of your choice increases by 1, to a maximum of 20.


• You gain proficiency with one skill.
Skilled
You gain proficiency in any combination of three skills or tools of your choice.

Other Proficiencies:
Tools: Dragonchess Set (+6); Flute (+6); Shawm (+6);
Thieves' tools (+6); Wargong (+6)
Weapons: Simple weapons; Crossbow, hand;
Longsword; Rapier; Shortsword
Armor: Light armor

Special Abilities
Ambush Master
Starting at 13th level, you have advantage on initiative rolls. Additionally, the first
creature you strike during the first round of combat becomes easier to hit. Attack
rolls against this target by you or your allies have advantage until the start of your
next turn.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at [Link]
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
Special Abilities Experience & Wealth
Bardic Inspiration (d8, 2/short rest) Experience Points: 19
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
Current Cash: You have no money!
who can hear you. That creature gains one Bardic Inspiration die, a d6.
Blindsense Role Playing
Starting at 14th level, if you are able to hear, you are aware of the location of any Personality Trait: Insult - I get angry as soon as I feel
hidden or invisible creature within 10 feet of you.
insulted.
Changing Skills
With your DM's permission, you may switch one skill proficiency provided by your Personality Trait: Tell me - If you want me to do
class with another from the same list. The convenient time for this is when you reach something then tell me I can’t do it.
a level in your class that awards an Ability Score Increase.
Countercharm Ideal: Honor - I don’t steal from other criminals. (Lawful)
At 6th level, you gain the ability to use musical notes or words of power to disrupt Bond: Debt - A generous benefactor once gave me a loan
mind-influencing effects. As an action, you can start a performance that lasts until the
end of your next turn. During that time, you and any friendly creatures within 30 feet of of which I'm trying to pay back.
you have advantage on saving throws against being frightened or charmed. A
Cunning Action Flaw: Okay - I should feel guilty, as an innocent person
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly.
You can take a bonus action on each of your turns in combat. This action can be
lies in chains for a crime that I committed. But I don't.
used only to take the Dash, Disengage, or Hide action.
Cutting Words Special Abilities
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 Survivalist
60 feet of you makes an attack roll, an ability check, or a damage roll, you can use At 3rd level, you gain proficiency in the Nature and Survival skills if you don't
your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic
Ear to the Ground already have them. Your proficiency bonus is doubled for any ability check you
You know shady people in the areas where your quarry lives. make for both of these proficiencies.

Evasion Thieves' Cant


Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, During your rogue training you learned thieves' cant, a secret mix of dialect,
such as a red dragon's fiery breath or an ice storm spell. When you are subjected to jargon, and code that allows you to hide messages in seemingly normal
an effect that allows you to make a Dexterity saving throw to take only half damage, conversation. Only another creature that knows thieves' cant understands such
messages. It takes four times longer to convey such a message than it does to
you instead take no damage if you succeed on the saving throw, and only half
Font of Inspiration Uncanny Dodge
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Starting at 5th level, when an attacker that you can see hits you with an attack,
Inspiration when you finish a short or long rest. you can use your reaction to halve the attack's damage against you.

Jack of All Trades


Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any
Tracked Resources
ability check you make that doesn't already include your proficiency bonus. Bardic Inspiration (d8, 2/short rest)
Magic Resistance
You have advantage on saving throws against spells and other magical effects. Languages
Magical Inspiration
A creature with one of your Bardic Inspiration dice can roll it and add the number
Common Sylvan
rolled to one damage or healing roll of a spell they cast. This bonus only applies to
one target, of the inspired creature's choice, of the spell. This expends that inspiration Spell Slots
die.
Mirthful Leaps
When making a long or high jump, you can add 1d8 to the totally number of feet you 3rd level
cover with that jump. You can add this even when making a standing jump. The extra
distance counts towards the movement cost of the jump, as normal. 2nd level
Reliable Talent 1st level
By 11th level, you have refined your chosen skills until they approach perfection.
Whenever you make an ability check that lets you add your proficiency bonus, you
can treat a d20 roll of 9 or lower as a 10.
Spells & Powers
Skirmisher
Starting at 3rd level, you can move up to half your speed as a reaction when an Bard spells known (CL 6th)
enemy ends its turn within 5 feet of you. Your movement doesn’t provoke opportunity
attacks.
Spell Save DC 16 Spell Attack +8
Sneak Attack +7d6 3rd—counterspell, fireball, hypnotic pattern, slow
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. 2nd—enlarge/reduce, invisibility, mirror image, shatter
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an 1st—cure wounds, faerie fire, feather fall
attack if you have advantage on the attack roll. The attack must use a finesse or a
ranged weapon. Cantrips—minor illusion, prestidigitation, vicious mockery
Song of Rest (d6)
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 Other Spells & Powers
performance regain hit points at the end of the short rest by spending one or more Hit
Dice, each of those creatures regains an extra 1d6 hit points.
Steady Aim Feats, Bonus Spells:
You can use a bonus action to aim your next attack, granting yourself advantage on Fighter Initiate Spells:
your next attack roll this turn. You can only use this bonus action if you have not
moved yet this turn, and your speed is reduced to 0 for the rest of the turn once you Proficiencies Spells:
have used it.
Superior Mobility Tasha's Variants Spells:
At 9th level, your walking speed increases by 10 feet. If you have a climbing or
swimming speed, it increases by 10 feet as well.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at [Link]
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.

You might also like