Gorrul

Current

**Gorrul** is a player character in *Secret in the Stones*. She is played by Pterodactylstfw.

## Description

### Personality

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## History

### Background

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## Character Information

### HP Growth

Gorrul's HP Growth
 Level 7 (SitS Ep. 1)

### Abilities

#### Origin

**Krazax**

* +1 Constitution
* Skill Prof – Survival

##### Sub-Origin

**Lowlander**

* You gain +5 to your maximum hitpoints.
* Skill Prof – Athletics

#### Duergar Abilities

**Superior Darkvision**

* Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.

**Duergar Resilience**

* You have advantage on saving throws against poison, and you have resistance against poison damage. You also have advantage on saving throws against illusions and against being charmed or paralyzed.

**Duergar Magic**

* When you reach 3rd level, you can cast the Enlarge/Reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the Invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.

#### Bard Abilities

**Level 1: Bardic Inspiration**

* 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.

* 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.

* 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.

* 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.

**Level 2: Jack of All Trades**

* You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

**Level 2: Songs of Rest**

* 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 performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

**Level 3: Bard College (College of Valor)**

**Bonus Proficiencies**

* You gain proficiency with medium armor, shields, and martial weapons.

**Combat Inspiration**

* A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made.

* Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

**Level 3: Expertise**

* Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

**Level 5: Font of Inspiration**

* You regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

**Level 6: Bard College (College of Valor)**

**Extra Attack**

* You can attack twice, instead of once, whenever you take the Attack action on your turn.

**Level 6: Countercharm**

* 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 you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

**Level 8: Feat**

**Inspiring Leader**

* You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.