Class & Level

College of Lore Bard

Species

Human

Background

Entertainer

Alignment

______________

Strength

12

+1

Dexterity

16

+3

Constitution

14

+2

Intelligence

16

+3

Wisdom

10

+0

Charisma

18

+4

14

Armour
Class

+4

Initiative
Bonus

30

Movement
Speed

24

Max Health Points

Saving Throws

Strength

+1

Dexterity

+5

Constitution

+2

Intelligence

+3

Wisdom

+0

Charisma

+6

+2

Proficiency
Bonus

CHA

+6

Spellcasting
Modifier

14

Spellsave
DC

Skills

Acrobatics Dex

+5

Animal Handling Wis

+1

Arcana Int

+4

Athletics Str

+2

Deception Cha

+8

History Int

+7

Insight Wis

+1

Intimidation Cha

+5

Investigation Int

+4

Medicine Wis

+1

Nature Int

+4

Perception Wis

+2

Performance Cha

+6

Persuasion Cha

+6

Religion Int

+4

Sleight of Hand Dex

+5

Stealth Dex

+5

Survival Wis

+1

Traits & Gear

Traits

Equipment & Money

 

 

Abilities & Actions

Passive Abilities

Abilities that don’t require an action, bonus action or reaction, such as something that increases your armour or enhances an attack.

Song of Rest

If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice each of those creatures regain an extra 1d6

Actions

Abilities that take require an action, bonus action or reaction. 

Rapier

+5 to hit

1d8+3 piercing

Bardic Inspirations

As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

Cutting Words

Spellslots & Other Counters

Counters that determine how many of a thing can be done between rests. Some replenish after a short rest, some require a full day.

Spellslots : Lv 1 : 🟥🟥🟥🟥 Spellslots : Lv 2 : 🟥🟥

 

 

Spells

Cantrips

Spells that don’t use up spellslots. A spellcaster’s equivalent to attacking.

Dancing Lights

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

Vicious Mockery

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.

Spells

Levelled spells. These consume spellslots of that level, unless stated otherwise.

Charm Person

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

Detect Magic

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

Dissonant Whispers

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

Healing Word

A creature of your choice that you can see within range regains hit points equal to 1d4 + 4 This spell has no effect on undead or constructs

Thunderwave

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

Knock

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.