Daisy Brightroot

Small Humanoid, Halfling Sunday Halfling, Travelling Troubadour, Sea Gate Metropolitan, Level 8
HP: 90 (5d8, 2d10, 1d12)
DgC/BC: 20/13
Speed: Normal: 5
Initiative: 5
Carrying capacity: 9
Damage immunity:
Damage resistance:
Damage vulnerability:
Condition immunity:
AGI
4
STR
-2
VIT
2
CHA
7
INT
1
WIS
-1
Skills
Acrobatics: 2, Allure: 2, Arcana: 1, Artistry: 5, Block: 3, Bluff: 2, Bravery: 1, Brewing: 1, Diplomacy: 7, Dodge: 2, Exertion: 1, History: 2, Insight: 6, Intimidation: 1, Life Force: 3, Linguistics: 2, Medicine: 2, Perception: 1, Precision: 1, Sleight: 2, Society: 4, Stamina: 1, Stealth: 2
Learned skills
Block: ★☆☆, Arcana: ☆★☆, Life Force: ★★☆
Specialisations
Axes: +1, Engineers Kit: +2, Knives: +1, Movement: -1, Performance: +5, Regeneration: +1, String Instruments: +2, Swords: +1
Languages
Common, Language Of Choice
Abilities
Bardic Dice. Daisy Brightroot has ⨂d10 bard dice where ⨂ is equal to its Artistry. Daisy Brightroot regains its used bard dice at the end of its rest. Daisy Brightroot can give bard dice to itself as a free action.
Blademaster. Whenever Daisy Brightroot hits the same creature with an Axe, Dagger or Sword twice in same turn it can immediately make an attack using same weapon costing no more than ◆ against a different target. Whenever Daisy Brightroot attacks with Axes, Knives or a Swords, if it is not its turn, it deals one additional die of damage.
Chosen by Fate. Once per rest, whenever Daisy Brightroot rolls 1 on a d20, it can immediately roll again, using the second result instead.
Halfling Hospitality. Whenever Daisy Brightroot is preparing food, it makes DC 15 Brewing(CHA) check. On success the food tastes absolutely delicious for the next hour. Creatures that eat prepared food as part of rest can add Daisy Brightroot's Brewing to each hit die they use as part of that rest and all fear effects on them immediately end.
Primal Regeneration. Whenever Daisy Brightroot finishes long rest it regains all hit dice instead of just half.
Silver Tongue. Daisy Brightroot has advantage on all artistry, bluff and diplomacy checks against groups of creatures.
Actions
◆: Bardic inspiration. Daisy Brightroot gives one of its bardic dice to a creature other than itself, that can hear it, within 10 m, or within 10 m of a source of its voice. Once within the next 10 minutes the creature can add bard dice to a skill check or damage roll it makes. Only one bardic die can be added to a single skill check or damage roll, even if the creature has multiple available. Once the bardic die is rolled, or 10 minutes pass, it is lost.
◆◆: Active Regeneration. Daisy Brightroot immediately use one of its hit dice, adding its Life force(VIT) to the roll and healing itself for that amount.
Equipment
1x Leather Armour
Level 0 Armour, Light Armour
Uncomfortable Sleep. If This creature sleeps in this armour it must make DC 12 Resilience(VIT) check to gain the benefits of the long rest.
10 min: Dress Or Undress. You dress or undress Leather Armour.
1x Dagger
Level 0 Weapon, Dagger
Coating: 1
Furious Stabs. Once per turn, whenever This creature rolls 20 on a to hit check, it can immediately make another attack with this weapon.
◆, This creature is flanking the target: Backstab. Melee weapon attack. Sleight(AGI) to hit. 1d8 + AGI piercing damage.
◆: Cut. Melee weapon attack. Sleight(AGI) to hit. 1d4 + AGI slashing damage.
◆: Stab. Melee weapon attack. Sleight(AGI) to hit. 1d4 + AGI piercing damage.
◆: Throwing Strike. Thrown weapon attack. Distance: 10 m. Exertion(STR) to hit. 1d6 + STR slashing damage.
1x Rapier
Level 0 Weapon, Sword
Coating: 1
Defensive Stance. If This creature used prepare action and is wielding this weapon, the next attack against it before the beginning of its next turn gains one level of disadvantage.
◆: Feint. Melee weapon attack. This creature gain one level of advantage on it's next melee attack in the same turn.
◆◆: Jump Stab. Melee weapon attack. This creature moves 2 m then attacks. Artistry(AGI) to hit, 1d8 + AGI piercing damage.
◆◆: Stab. Melee weapon attack. Sleight(AGI) to hit. 2d8 + AGI piercing damage.
⮌, whenever This creature is declared target of melee attack: Defensive Dash. Melee weapon attack. Reach: 1 m. This creature moves 1 m directly away from the attacker. This movement does not cause reactions. Attacker has disadvantage on declared attack.
Lore
It began with the forging of the Great Rings. Three were given to the Elves, immortal, wisest and fairest of all beings. Seven to the Dwarf lords, great miners and craftsmen of the mountain halls. And nine, nine rings were gifted to the race of men, who, above all else, desire power. But they were, all of them, deceived, for another Ring was made. In the land of Mordor, in the fires of Mount Doom, the Dark Lord Sauron forged in secret a master Ring, to control all others. And into this Ring he poured his cruelty, his malice and his will to dominate all life. One Ring to rule them all.