+4 | Expertise Bonus | |
+2 | Proficiency Bonus | |
+1 | Jack of all Trades |
-1 | Strength | |
+3 | Dexterity | |
+1 | Constitution | |
+0 | Intelligence | |
+3 | Wisdom | |
+5 | Charisma |
+2 | Acrobatics | DEX | |
+4 | Animal Handling | WIS | |
+4 | Arcana | INT | |
+0 | Athletics | STR | |
+4 | Deception | CHA | |
+1 | History | INT | |
+5 | Insight | WIS | |
+4 | Intimidation | CHA | |
+1 | Investigation | INT |
+4 | Medicine | WIS | |
+1 | Nature | INT | |
+5 | Perception | WIS | |
+7 | Performance | CHA | |
+4 | Persuasion | CHA | |
+2 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+4 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dagger | +3 | DEX | 1d4+1 | Piercing | |
Finesse, light, thrown (range 20/60) | |||||
Hand Crossbow | +1 | STR | 1d6-1 | Piercing | |
Ammunition, light, loading (range 30/120) |
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Common
Finesse, light, thrown-range
Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Scratches trace along the jagged edges. The blade is yellowed, appearing and feeling like bone.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4 | Piercing | 20/60 ft |
Cost: 1 sp
Weight: 1 lbs
Weapon
Common
Properties: Ammunition, light, loadingType | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 1d6 | Piercing | 30/120 |
Cost: 75 gp
Weight: 3 lb
The statblocks of your class features
Level | Proficiency bonus | Features | Cantrips Known | Spells Known | 1st SS* | 2nd SS | 3rd SS | 4th SS | 5th SS | 6th SS | 7th SS | 8th SS | 9th SS |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Bardic Inspiration (d6) | 2 | 4 | 2 | - | - | - | - | - | - | - | - |
2nd | +2 | Jack of All Trades, Song of Rest (d6) | 2 | 5 | 3 | - | - | - | - | - | - | - | - |
3rd | +2 | Bardic College, Expertise | 2 | 6 | 4 | 2 | - | - | - | - | - | - | - |
4th | +2 | Ability Score Improvement | 3 | 7 | 4 | 3 | - | - | - | - | - | - | - |
5th | +3 | Bardic Inspiration (d8), Font of Inspiration | 3 | 8 | 4 | 3 | 2 | - | - | - | - | - | - |
6th | +3 | Countercharm, Bard College Feature | 3 | 9 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | +3 | - | 3 | 10 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8th | +3 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +4 | Song of Rest (d8) | 3 | 12 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10th | +4 | Bardic Inspiration (d10), Expertise, Magical Secrets | 4 | 14 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | +4 | - | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | +4 | Ability Score Improvement | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | +5 | Song of Rest (d10) | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14th | +5 | Magical Secrets, Bard College Feature | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | +5 | Bardic Inspiration (d12) | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16th | +5 | Ability Score Improvement | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | +6 | Song of Rest (d12) | 4 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Magical Secrets | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Superior Inspiration | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Bard Level | Feature |
---|---|
3rd | Mantle of Inspiration, Enthralling Performance |
6th | Mantle of Majesty |
14th | Unbreakable Majesty |
Bard Level | Feature |
---|---|
3rd | Mourning Glory, Grief Note |
6th | Dirge of the Departed |
14th | Dread Parade |
Bard Level | Feature |
---|---|
3rd | Bonus Proficiencies, Fighting Style, Blade Flourish |
6th | Extra Attack |
14th | Master's Flourish |
Bard Level | Feature |
---|---|
3rd | Psychic Blades, Words of Terror |
6th | Mantle of Whispers |
14th | Shadow Lore |
Bardic Insp. Die | Tale Told Through You |
1 | Tale of the Clever Animal. For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the d20 and add the extra die's number to the check. The extra die is the same type as your Bardic Inspiration die. |
2 | Tale of the Renowned Duelist. You make a melee spell attack against the target. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier. |
3 | Tale of the Beloved Friends. The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier. |
4 | Tale of the Runaway. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately use the same reaction. |
5 | Tale of the Avenger. For 1 minute, any creature that hits the target with a melee attack takes force damage equal to a roll of your Bardic Inspiration die. |
6 | Tale of the Traveler. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target's walking speed increases by 10 feet and it gains a +1 bonus to its AC |
7 | Tale of the Beguiler. The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die, and the target is incapacitated until the end of its next turn. |
8 | Tale of the Phantom. The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If the target hits a creature with an attack during this invisibility, the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of the frightened creature's next turn. |
9 | Tale of the Brute. Each creature of the target's choice it can see within 30 feet of it must make a Strength saving throw. On a failed save, a creature takes thunder damage equal to three rolls of your Bardic Inspiration die and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone. |
10 | Tale of the Dragon. The target spews fire from the mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to four rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one. |
11 | Tale of the Angel. The target regains hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned. |
12 | Tale of the Mind-Bender. You evoke an incomprehensible fable from an otherworldly being. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and be stunned until the end of its next turn. |
Spirit Tales: Storytellers, like bards of the College of Spirits, often give voice to tales inspired by some greater theme or body of work. When determining what stories you tell, consider what unites them. Do they all feature characters from a specific group, like archetypes from the tarokka deck, figures from constellations, childhood imaginary friends, or characters in a particular storybook? Or are your inspirations more general, incorporating historic champions, mythological heroes, or urban legends? Use the tales you tell to define your niche as a storytelling adventurer. |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
MPMM
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Player's Handbook p285
0-level (Cantrip) Enchantment
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 ).
Player's Handbook p267
0-level (Cantrip) Transmutation
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Player's Handbook p233
1-level Illusion
You make yourself - including your clothing, armour, weapons, and other belongings on your person - look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
SRD
1-level Enchantment
SRD
1-level Evocation
SRD
1-level Illusion
SRD
2-level Enchantment
PHB
2-level Divination
Statblocks for your Trinkets, businesses, building, castles, empires.
DnD 5e
Adventuring Gear
Common
Includes:
Cost: 40 gp
Weight: 38 lb