Class & Level

College of Whispers Bard Lvl 3

Species

Human

Background

Entertainer

Alignment

______________

Strength

8

-1

Dexterity

16

+3

Constitution

14

+2

Intelligence

12

+1

Wisdom

10

+0

Charisma

18

+4

15

Armour
Class

+3

Initiative
Bonus

30

Movement
Speed

24

Max Health Points

Saving Throws

Strength

-1

Dexterity

+4

Constitution

+2

Intelligence

+1

Wisdom

+0

Charisma

+5

+2

Proficiency
Bonus

CHA

+5

Spellcasting
Modifier

13

Spellsave
DC

Skills

Acrobatics Dex

+4

Animal Handling Wis

+1

Arcana Int

+2

Athletics Str

+0

Deception Cha

+4

History Int

+3

Insight Wis

+1

Intimidation Cha

+4

Investigation Int

+2

Medicine Wis

+1

Nature Int

+2

Perception Wis

+1

Performance Cha

+7

Persuasion Cha

+7

Religion Int

+2

Sleight of Hand Dex

+4

Stealth Dex

+3

Survival Wis

+1

Traits & Gear

Traits

Every clang of your tattered instruments sends a shiver through the air, each note a whisper of dread that makes the shadows twist and the crew uneasy.
A Haunted melody made flesh, turning your one-man band into a weapon of psychic menace and eerie performance.

Equipment & Money

A rapier: +5 to hit, 1d8+3 damage
Leather armour
A dagger: +5 to hit, 1d3 damage.
Disguise Kit
A “one-man-band” instrument: tambourine strapped to knees, cymbals on shoulders, flute/whistle built in—played simultaneously
the favor of an admirer (love letter, lock of hair, or trinket)

 

 

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.

<img class="alignnone size-full wp-image-1856" src="https://ofdiceandthem.co.uk/wp-content/uploads/2025/09/Other-Ability-Creature-Legendary-Action-Crowd-Control-Icon.png" alt="" width="120" height="120" />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. Each creature can gain 7 temporary hit points A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.

<img class="alignnone size-full wp-image-1572" src="https://ofdiceandthem.co.uk/wp-content/uploads/2025/09/Action-Skill-Ability-Feat-action-song-of-rest-Icon.png" alt="" width="48" height="48" /> Song of Rest

You can use soothing music or oration to help revitalize your wounded allies during a short rest. Friendly creatures regain an extra 1d6 hp from their rest.

<img class="alignnone size-full wp-image-1878" src="https://ofdiceandthem.co.uk/wp-content/uploads/2025/09/Psychic-Mind-spell-wrathful-smite-Icon.png" alt="" width="80" height="80" />  Psychic Blade

Your music can make your attacks toxic to a creatures mind. When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration die to deal an additional 2d6 psychic damage. You can do so only once per round on your turn

Actions

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

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 : 🟦🟦 Bardic Inspiration : D6 : 🟧🟧🟧

 

 

Spells

Cantrips

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

<img class="alignnone size-full wp-image-1874" src="https://ofdiceandthem.co.uk/wp-content/uploads/2025/09/Psychic-Mind-cantrip-vicious-mockery-Icon.png" alt="" width="80" height="80" />Vicious Mockery <img class="alignnone size-full wp-image-2081" src="https://ofdiceandthem.co.uk/wp-content/uploads/2025/09/Action-Unit-Icon.png" alt="" width="64" height="64" />

Casting Time: 1 action | Range: 60 feet

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. It must succeed on a Wis save or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

<img class="alignnone size-full wp-image-1796" src="https://ofdiceandthem.co.uk/wp-content/uploads/2025/09/Magic-Effect-cantrip-mage-hand-Icon.png" alt="" width="80" height="80" /> Mage Hand <img class="alignnone size-full wp-image-2081" src="https://ofdiceandthem.co.uk/wp-content/uploads/2025/09/Action-Unit-Icon.png" alt="" width="64" height="64" />

Casting Time: 1 action | Range: 30 feet | Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand and it can do anything except attack or lift over 5lbs.  You can move the hand up to 30 feet each time you use it.

<img class="alignnone size-full wp-image-1798" src="https://ofdiceandthem.co.uk/wp-content/uploads/2025/09/Magic-Effect-cantrip-minor-illusion-Icon.png" alt="" width="80" height="80" />Minor Illusion <img class="alignnone size-full wp-image-2081" src="https://ofdiceandthem.co.uk/wp-content/uploads/2025/09/Action-Unit-Icon.png" alt="" width="64" height="64" />

Casting Time: 1 action | Range: 30 feet | Duration: 1 minute

You can make either a sound or an image. Images don’t make sound and can be no larger than 5ft. Creatures will sense it’s an illusion if they get close to it.

<img class="alignnone size-full wp-image-1779" src="https://ofdiceandthem.co.uk/wp-content/uploads/2025/09/Lightning-cantrip-shocking-grasp-Icon.png" alt="" width="80" height="80" />Shocking Grasp <img class="alignnone size-full wp-image-2081" src="https://ofdiceandthem.co.uk/wp-content/uploads/2025/09/Action-Unit-Icon.png" alt="" width="64" height="64" />

Casting Time: 1 action | Range: Touch

Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing metal. On a hit, 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

Spells

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