Greetings and salutations, I'm Associate Bob.  Oh wait, sorry, slipped into my Demolition Man persona.  :P  Lol joking aside, it's great to be here.  (I can post here yes?)  A-anyway, I'll take a look at the sheets still available and see what I'll go with, but thanks for having me regardless of what happens next.  ;D<br/><br/>EDIT:  And I believe I found my new persona.  :D<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Lyanna Ezzrix, Female Tiefling Bard</div><div class="spoiler_body"><div class="floatright">(https://i.pinimg.com/564x/41/e2/08/41e208541a7c662a1d74598f11cce160.jpg)</div><div class="floatright"><table class="bbc_table"><tbody><tr><td><span class="bbc_size" style="font-size: 14pt;"><strong>Alignment:</strong> Chaotic Good</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Hit Points:</strong> 7</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Armor Class:</strong> 11</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Speed:</strong> 30</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Initiative Bonus:</strong> +2 </span><br/></td></tr></tbody></table></div><div class="floatleft">(https://i.pinimg.com/564x/96/99/43/9699438930f6bfc6997dd631cc97f683.jpg)</div>   Lyanna was a perfect fit in the six Street weasels; since the world had never given the young tiefling anything, she figured she would have to <em>take</em> what she needed - or wanted. She also resolved to not let others in the gutters suffer as she had; a criminal with a heart of gold, if you will. <br/><br/><span class="bbc_size" style="font-size: 14pt;">Proficiencies</span><br/><strong>Saving Throws:</strong> Dexterity, Charisma<br/><strong>Skills:</strong> Acrobatics, Arcana, deception, performance, stealth<br/><strong>Armor:</strong> Light Armor<br/><strong>Weapons:</strong> All simple weapons, plus hand crossbows, longswords, rapiers, and shortswords<br/><strong>Tools:</strong> Lute, Voice, concertina, dice games, thieves' tools<br/><strong>Languages:</strong> Common, Infernal<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body">Rapier, a lute, leather armor, a dagger, a crowbar, a set of dark common clothes including a hood, a belt pouch containing 15 GP, and an entertainer's pack (contains backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.)</div></div><br/><br/><strong>Race:</strong> Tiefling<br/>   To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus—overlord of the Nine Hells—into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable.<br/>   Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect. Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling’s companions demonstrate that they trust him or her, the tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Darkvision</div><div class="spoiler_body">Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Hellish Resistance</div><div class="spoiler_body">You have resistance to fire damage. <strong>(Whenever you would take fire damage, take half as much instead)</strong></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Infernal Legacy</div><div class="spoiler_body">You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.</div></div><br/><br/><strong>Class:</strong> Bard<br/>   Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spellcasting</div><div class="spoiler_body">You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.<br/><br/><strong>Cantrips</strong><br/>You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.<br/><br/><strong>Spell Slots</strong><br/>The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.<br/><br/>For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.<br/><br/><strong>Spells Known of 1st Level and Higher</strong><br/>You know four 1st-level spells of your choice from the bard spell list.<br/><br/>The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.<br/><br/>Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.<br/><br/><strong>Spellcasting Ability</strong><br/>Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.<br/><br/><strong>Spell save DC</strong> = 8 + your proficiency bonus + your Charisma modifier<br/><br/><strong>Spell attack modifier</strong> = your proficiency bonus + your Charisma modifier<br/><br/><strong>Ritual Casting</strong><br/>You can cast any bard spell you know as a ritual if that spell has the ritual tag.<br/><br/><strong>Spellcasting Focus</strong><br/>You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Bardic Inspiration</div><div class="spoiler_body">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 who can hear you. That creature gains one Bardic Inspiration die, a d6.<br/><br/>Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br/><br/>You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.<br/><br/>Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.</div></div><br/><br/><strong>Background:</strong> Criminal<br/>   You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.<br/>   There are many kinds of criminals, and within a thieves guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. What was the role you played in your criminal life?<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Criminal Contact</div><div class="spoiler_body">You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.</div></div><br/><br/><strong>Cantrips</strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Minor Illusion</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 Action<br/><strong>Range:</strong> 30 feet<br/><strong>Components:</strong> Somatic, Material (a bit of fleece)<br/><strong>Duration:</strong> 1 minute<br/><br/>You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.<br/><br/>If you create a sound, it can be any volume and noise. The sound can continue unabated for the duration, or you can make sounds at different times.<br/><br/>If you create an image of an object it must be no larger than a 5-foot cube. The image can't create any sensory effects. Physical interaction with the image reveals it to be an illusion.<br/><br/>A creature can use its action to make an Investigation check on the illusion. If it discerns the illusion for what it is, the illusion becomes faint to it.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Thaumaturgy</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> 30 feet<br/><strong>Components:</strong> Verbal<br/><strong>Duration:</strong> Instantaneous / up to 1 minute<br/><br/>You create one of the following magical effects within range:<br/><br/>   • Your voice booms up to three times as loud as normal for 1 minute.<br/>   • You cause flames to flicker, brighten, dim, or change color for 1 minute.<br/>   • You cause harmless tremors in the ground for 1 minute.<br/>    •You create a sound that originates from a point of your choice within range.<br/>   • You cause an unlocked door or window to fly open or slam shut.<br/>   • You alter the appearance of your eyes for 1 minute.<br/><br/>If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Vicious Mockery</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 Action<br/><strong>Range:</strong> 60 feet<br/><strong>Components:</strong> Verbal<br/><strong>Duration:</strong> Instantaneous<br/><br/>Choose a target you can see. If it can hear you, it must pass a Wisdom save or take 1d4 psychic damage and have disadvantage on its next attack roll before the end of its next turn.<br/><br/>The damage increases by 1d4 when you reach 5th, 11th, and 17th level.</div></div><br/><br/><strong>1st Level Spells</strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Charm Person</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> 30 feet<br/><strong>Components:</strong> Verbal, Somatic<br/><strong>Duration:</strong> 1 hour<br/><br/>A humanoid you can see must succeed on a Wisdom saving throw, with advantage if you are currently fighting it, or it becomes charmed by you until the spell ends or someone in your party harms it. It will know it has been charmed when the spell ends.<br/><br/><strong>At Higher Levels:</strong> You can target one additional creature for each slot level above 1st. They must be within 30 feet of each other when you target them.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Faerie Fire</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action (Ritual)<br/><strong>Range:</strong> 60 feet<br/><strong>Components:</strong> Verbal<br/><strong>Duration:</strong> Concentration; up to 1 minute<br/><br/>Blue, green, or violet lights outline objects inside a 20-foot cube of space. All creatures in the area make a Dexterity save or be cast in light as well. The light cast by this spell illuminates a 10-foot radius.<br/><br/>An attack can be made with advantage against any creature or object that is affected by this spell and that creature or object cannot become invisible.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Healing Word</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 bonus action<br/><strong>Range:</strong> 60 feet<br/><strong>Components:</strong> Verbal<br/><strong>Duration:</strong> Instantaneous<br/><br/>A creature you can see regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.<br/><br/><strong>At Higher Levels:</strong> The healing increases by 1d4 for each slot level above 1st.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Thunderwave</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br/><strong>Range:</strong> Self (15 foot cube)<br/><strong>Components:</strong> Verbal, Somatic<br/><strong>Duration:</strong> Instantaneous<br/><br/>Each creature in a 15-foot cube originating from you must make a Constitution save. On failure, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a success, the creature takes half damage and isn't pushed.<br/><br/>Unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect. The spell emits a thunderous boom audible out to 300 feet.<br/><br/><strong>At Higher Levels:</strong> The damage increases by 1d8 for each slot level above 1st.</div></div></div></div><br/>After the amazing performance by Sam Reigel during his run as the powerful and wonderfully amusing Scanlan Shorthalt, I have a MUCH better understanding and love for the bardic arts.  As such, for my first official game with you Chul and company, after this I mean, I might very well run a bard.  ;D  But first, some practice wouldn't hurt.