Class & Level

Eloquence Bard level 3

Species

Half-Orc

Background

Entertainer

Alignment

______________

Strength

12

+1

Dexterity

14

+2

Constitution

14

+2

Intelligence

10

+0

Wisdom

12

+1

Charisma

18

+4

14

Armour
Class

+2

Initiative
Bonus

30

Movement
Speed

24

Max Health Points

Saving Throws

Strength

+1

Dexterity

+4

Constitution

+2

Intelligence

+0

Wisdom

+1

Charisma

+6

+2

Proficiency
Bonus

CHA

+4

Spellcasting
Modifier

14

Spellsave
DC

Skills

Acrobatics Dex

+4

Animal Handling Wis

+1

Arcana Int

+0

Athletics Str

+1

Deception Cha

+6

History Int

+0

Insight Wis

+1

Intimidation Cha

+6

Investigation Int

+0

Medicine Wis

+1

Nature Int

+0

Perception Wis

+1

Performance Cha

+6

Persuasion Cha

+4

Religion Int

+0

Sleight of Hand Dex

+4

Stealth Dex

+2

Survival Wis

+1

Traits & Gear

Traits

Darkvision: 60ft

 

Equipment & Money

– Rapier
– Lute
– Entertainer’s Pack
– Leather Armour
– Dagger

 

 

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.

Relentless Endurance

One per day, when you are reduced to 0 hit points, you can instead be reduce to 1 hit point.

Savage Attacks

Bard? yes ORC!? also yes!
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

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.

Actions

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

Rapier Attack

D20+4 to hit, 1d8 + 4 piercing dmg

Bardic Inspiration

You can inspire others through stirring words or music 3 times per long rest. Choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration d6 die. within the next 10 mins they can add that d6 roll to anything they like, a saving throw, skill check attack roll or damage.

Silver Tongue

You are a tricksy orc.
Whenever you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.

Unsettling Words

You can lace words with magic, making people doubt themselves. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next
saving throw it makes before the start of your next turn

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.

Friends

Casting Time: 1 action | Range: Self | Duration: 10 minutes

For the duration, you have advantage on all Charisma checks directed at one non-hostile creature of your choice. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you… figuratively or physically.

Vicious Mockery

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.

Spells

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

Charm Person Lv1

Casting Time: 1 action | Range: 60 feet | Duration: 1 hour

You attempt to charm a humanoid you can see within 60ft. It must make a Wis save and does so with advantage in battle. On a fail it is charmed by you and considers you a friend, until you or an ally harms it. Afterwards it knows you used magic on it.

Faerie Fire Lv1

Casting Time: 1 action | Range: 60 feet – 20 feet radius | Duration: Concentration, up to 1 minute

All creatures in the spells radius must make a dexterity saving throw. Creatures who fail glow a colour of your choice. Attacks have advantage against them and they can’t hide or turn invisible.

Healing Word Lv1

Casting Time: 1 action | Range: 60 feet

A creature of your choice that you can see within range regains hit points equal to 1d4 + 4, or 2d4+4 if you use a lv2 spell slot.

Hideous Laughter Lv1

Casting Time: 1 action | Range: 30 feet | Duration: Concentration, up to 1 minute

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.

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.

Cloud of Daggers

Casting Time: 1 action | Range: 60 feet | Duration: Concentration, up to 1 minute

You fill a 5ft cube (1 square)  with a whirlwind of magic blades. Once a turn, a creature within this space takes 4d4 damage.

Suggestion Lv2

Casting Time: 1 action | Range: 60 feet | Duration: Concentration, up to 8 hours

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.

If you or any of your companions damage the target, the spell ends.