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Yuanti Pureblood Race
Rift (Slog) Origin
Bard (Jester) 10 Class & Level
CN Alignment
The Seven Deity
Faction
Rank/Position
Loyalty
Company

Strength 12
+1
Dexterity 16
+3
constitution 14
+2
intelligence 12
+1
wisdom 12
+1
charisma 20
+5
Total Hit Dice 10
Hit Die
1d8+2
+4 proficiency bonus
+1 Strength
+7 Dexterity
+2 Constitution
+1 Intelligence
+1 Wisdom
+9 Charisma
saving throws
+5 Acrobatics
+3 Animal Handling
+9 Arcana
+3 Athletics
+7 Deception
+3 History
+3 Insight
+7 Intimidation
+3 Investigation
+9 Martial
+3 Medicine
+3 Nature
+9 Perception
+7 Performance
+13 Persuasion
+3 Religion
+5 Sleight of Hands
+5 Stealth
+3 Survival
skills

 

MV

Prestige

Attunement Slots
15
Armor Class
73
Hit Points
+3
Initiative
30
Speed
WeaponAttackDamage
Rapier 1d20+7 1d8+3
Dagger 1d20+7 1d4+3
Attacks
Armor: light armor

Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords

Tools: Harmonica, Ukulele, Triangle
Proficiences
Spell DC: 17
Spell Attack: +9

Cantrips: 4
Vicious Mockery
Prestidigitation
Minor Illusion
Mage Hand

Spells Known: 14
1st: Comprehend Languages, Dissonant Whispers, Healing Word, Heroism, Tasha's Hideous Laughter
2nd: Blindness/Deafness, Shatter
3rd: Bestow Curse, Speak with Dead
4th: Charm Monster, Confusion
5th:Synaptic Static, Hold Monster, Mass Cure Wounds
Spellcasting
Studded Leather Armor
Dagger
Rapier
Harmonica

Equipment
Subclass

Scarring Mockery
Beginning at 3rd level, the Jester knows the true power of one's sense of self-worth. As such their mockery is deep cutting and destructive.

The Vicious Mockery cantrip is empowered for you. The base damage die of the Vicious Mockery cantrip is now 1d8 and all scaling uses this die as well. This mockery can be empowered further by expending one use of your Bardic Inspiration to roll the die and add the number rolled as extra damage to the cantrip.

Gallows Humor
Beginning at 3rd level, whenever you take damage from an attack roll, you can choose to mock yourself, adding 1d8 psychic damage to the damage roll. If you do, you can heal an ally within 30 feet for the total damage you take from the attack. This can be used a number of times equal to your charisma modifier and replenishes on a short rest.
Taunting Mockery
At 6th level, whenever an enemy fails a saving throw against your Vicious Mockery cantrip, if that enemy's next attack before the end of its next turn is against an ally instead of you, it must make a saving throw against the Vicious Mockery cantrip again. If it fails, the target's attack deals half damage.


Class

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.

Song of Rest
Beginning at 2nd level, 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 regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Countercharm
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. 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).

Magical Secrets
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

(Conjure Woodland Beings, Spiritual Weapon)


Racial

Darkvision. 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.

Innate Spellcasting . You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Magic Resistance . You have advantage on saving throws against spells and other magical effects.

Poison Immunity . You are immune to poison damage and the poisoned condition.

Languages. You can speak, read, and write Common, Abyssal, and Draconic.


Origin

+1 CHA, +1 DEX. Denies Athletics


Feats

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.

[War Caster]

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Apherium.

Statblock Type

Verum Character Sheet

Link/Embed