Brad Savage

A 28 year-old Cali surfer transported to Faerun by a wizard, playing guitar in taverns to gather enough money to be brought back to his world.

Description:

Character

  • Class: Bard (multiclass to barbarian)
  • Race: Human

Stats

  • STR: 14 (+2)
  • DEX: 16 (+3)
  • CON: 13 (+1)
  • INT: 7 (-2)
  • WIS: 11 (+0)
  • CHA: 16 (+3)

Proficiencies

  • Athletics +4
  • Acrobatics +5
  • Insight +2
  • Perception +2
  • Persuasion +5

Features & traits

  • AC: 15
  • Initiative: +3
  • Speed: 30 feet
  • HP: 9
  • Age: 28
  • Alignment: neutral good
  • Size: Medium
  • Languages. Common

Weapons

  • Guitar 1d4 bludgeoning
  • Short bow 1d6 piercing
  • Dagger 1d4 +2
  • War horn 1d4

Feats

Tavern Brawler

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You are proficient with improvised weapons and unarmed strikes.
  • Your unarmed strike uses a d4 for damage.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Cantrips

Vicious Mockery

  • Casting time: 1 Action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Friends

  • Casting time: 1 action
  • Range: Self
  • Components: S, M (a small amount of makeup applied to the face as this spell is cast)
  • Duration: Concentration, up to 1 minute

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

Level 1

Dissonant Whispers

  • Casting time: 1 Action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Healing Word

  • Casting time: 1 Bonus Action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increased by 1d4 for each slot level above 1st.

Cure Wounds

  • Casting time: 1 Bonus Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Thunderwave

  • Casting time: 1 Action
  • Range: Self (15-foot cube)
  • Components: V, S
  • Duration: Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by a 1d8 for each slot level above first.

Bio:

A 28 year-old Cali surfer transported to Faerun by a wizard, playing guitar in taverns to gather enough money to be brought back to his world. He’s somewhat naive and stupid. He was pulled from his home world in the year 2006 and has lived the last 12 years of his life in Faerun.

Brad Savage

Bane of the Shadow King edibouazza johnny_casq