+6 | Expertise Bonus | |
+3 | Proficiency Bonus | |
+1 | Jack of all Trades |
+1 | Strength | |
+5 | Dexterity | |
+1 | Constitution | |
+0 | Intelligence | |
+2 | Wisdom | |
+7 | Charisma |
+5 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+7 | Athletics | STR | |
+7 | Deception | CHA | |
+1 | History | INT | |
+5 | Insight | WIS | |
+5 | Intimidation | CHA | |
+1 | Investigation | INT |
+3 | Medicine | WIS | |
+1 | Nature | INT | |
+3 | Perception | WIS | |
+10 | Performance | CHA | |
+7 | Persuasion | CHA | |
+3 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Rapier | +5 | DEX | 1d8+2 | Piercing | |
Dagger | +5 | DEX | 1d4+2 | Slashing | |
Range 20/60 |
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Varies
Dueling Blade, One-Handed, Finesse, Light, PunctureA 3ft-4ft, thin, tapered sword with a wide guard and extra weight in the handle for maximum control with the tip. Rapiers are prized as the pinnacle of finesse, and the ideal duelist weapon among fencers and warriors alike. Masters with this blade are truly the masters of the duel with unmatched reach, accuracy, deflection and parrying capability.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d8 | Piercing |
Weapon
Varies
Dueling Blade, One-Handed, Conceal, Finesse, Light, Thrown (20/60)Any blade about forearm length and smaller can be called a dagger, and there are as many styles of daggers as there are cultures in existence. Nearly all daggers are weapons of opportunity, but some devote their lives to the style. The master can make blindingly fast attacks even while they focus their attention elsewhere.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4 | Slashing | 20/60ft |
DnD 5e
Adventuring Gear
Common
Includes:
Cost: 40 gp
Weight: 38 lb
The statblocks of your class features
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 it 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 envoke 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. |
Bard Level | Spells |
---|---|
3 | entangle, goodberry |
5 | barkskin, misty step |
9 | conjure animals, wind wall |
13 | conjure woodland beings, dominate beast |
Spell Level | Spells |
---|---|
1st | Entangle, goodberry |
2nd | Pass without a trace, spike growth |
3rd | conjure animals, daylight |
4th | conjure woodlands being, dominate beasts |
5th | commune with nature, tree stride |
Level | Prof Bonus | Features | Cantrips | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | +2 | Spellcasting, Bardic Inspiration(d6) | 2 | 4 | 2 | --- | --- | --- | --- | --- | --- | --- | --- |
2 | +2 | Jack Of All Trades, Song Of Rest(d6), Magical Inspiration | 2 | 5 | 3 | --- | --- | --- | --- | --- | --- | --- | --- |
3 | +2 | Bardic College, Expertise | 2 | 6 | 4 | 2 | --- | --- | --- | --- | --- | --- | --- |
4 | +2 | Ability Score Improvement | 3 | 7 | 4 | 3 | -- | -- | -- | --- | --- | --- | --- |
5 | +3 | Bardic Inspiration(d8), Font Of Inspiration | 3 | 8 | 4 | 3 | 2 | --- | --- | --- | --- | --- | --- |
6 | +3 | Countercharm, College Feature | 3 | 9 | 4 | 3 | 3 | --- | --- | --- | --- | --- | --- |
7 | +3 | --- | 3 | 10 | 4 | 3 | 3 | 1 | --- | --- | --- | --- | --- |
8 | +3 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | 2 | --- | --- | --- | --- | --- |
9 | +4 | Song Of Rest(d8) | 3 | 12 | 4 | 3 | 3 | 3 | 1 | --- | --- | --- | --- |
10 | +4 | Bardic Inspiration(d10), Expertise, Magical Secrets | 4 | 14 | 4 | 3 | 3 | 3 | 2 | --- | --- | --- | --- |
11 | +4 | --- | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | --- | --- | --- |
12 | +4 | Ability Score Improvement | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | --- | --- | --- |
13 | +5 | Song Of Rest(d10) | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | --- | --- |
14 | +5 | Magical Secrets, College Feature | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | --- | --- |
15 | +5 | Bardic Inspiration(d12) | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | --- |
16 | +5 | Ability Score Improvement | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | --- |
17 | +6 | Song Of Rest(d12) | 4 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | +6 | Magical Secrets | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | +6 | Ability Score Improvements | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | +6 | Super Inspiration | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 |
-CUTTING MOCKERY When you join the College of Buffoonery at 3rd level, you learn the vicious mockery cantrip. If you already know this cantrip, you learn a different bard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. When you cast the vicious mockery spell the damage dice change from a d4 to a d8. When you cast the vicious mockery spell you can expend one of your uses of Bardic Inspiration in order to roll 2 Bardic Inspiration die and add the number rolled for the damage of the spell. and the target of the spell succeed the saving throw the target takes half of the damage (rounded down). -COMICAL TUMBLING Also at 3rd level, your peculiar acrobatic training allows you to make use of comical tumbles in combat and take advantage of unexpected stumbles and drawbacks. gain proficiency in the Acrobatics skill if you already have it you learn a different skill of your choice. Whenever you make a Dexterity (Acrobatics) you can add your Chasima modifier instead of your Decterity modifier. You gain the following benefits while you aren’t wearing medium or heavy armor or wielding a shield: • Whenever you make a jump you can double the distance covered by it, but if you do so you must fall prone at the end of the jump. Moving this way doesn’t doesn’t provoke opportunity attacks. • When pushed away or forced to move (such as with a shoving attack or the thunderwave spell) you can use your reaction to comically roll on the ground for 15 feet further, in the same direction you were moved to. You are prone throughout this movement and at the end of it. If you meet an obstacle your rolling stops. This movement doesn’t provoke opportunity attacks. You can’t use this feature if your speed is 0. • When you’re forced to fall prone you can use your reaction to fall prone in an unoccupied space within 5 feet. This movement doesn’t provoke opportunity attacks. You can’t use this feature if you are already prone or if your speed is 0. • You can use your bonus action to raise from prone without provoking opportunity attacks. • Whenever a creature attempt to grapple you or moves 20f in a straight line toward you; You can use your reaction to try comically trip your opponent. You have advantage on the Dexterity (Acrobatics) contested check, if you succeed the creature trying to grapple you has to make a Dexterity saving throw contested by your Dexterity (Acrobatics) check, if they fail it fall prone within 5f of you (you choose). -UNSUFFERABLE BUFFOON At 6th level, you gain a special intuition that tells you how to irritate and unnerve other beings. As a bonus action you can insult, mock or simply provoke very effectively a creature within 15 feet of you that can see and hear you (though it need to understand you). that creature has disadvantage on their next Wisdom, Charisma or Inteligence saving throw until your next turn. This doesn´t effect if the target is inmune to be charmed. Also you have gain an uncanny but comically way of moving that confuses your enemies, you can now dodge as a bonus action if you aren’t wearing medium or heavy armor or wielding a shield. -POWERFULL WORDS AND DEFENSE At 14th level, When you cast the vicious mockery spell the damage dice change from a d8 to a d10, and you can now add your Charisma modifier to the damage Also if a target fails the spell save they have disadvantage on all their attacks until your next turn. Also if you aren’t wearing medium or heavy armor or wielding a shield you can now as a reaction you can add your Charisma modifier to your next saving sthrow or to your AC againt the next attack against you, you can use this bonus a number of times equal to your charisma modifier and you gain them back on a long rest.
The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Abjuration
PHB
0-level (Cantrip) Enchantment
Player's Handbook 5E (WoC)
0-level (Cantrip) Illusion
Based on Player's Handbook
0-level (Cantrip) Transmutation
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.
1-level Enchantment
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerPlayer's Handbook (Woc)
1-level Evocation
PHB
2-level Abjuration
PHB
2-level Abjuration
TBoMT, pg. 50
2-level Conjuration
3-level Evocation
As you call out words of restoration, up to six creatures of your choice that you can see within range regain 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 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
Acquisitions Inc.
3-level Enchantment
Conjuration Magic
4-level Conjuration
Statblocks for your Trinkets, businesses, building, castles, empires.