+6 | Expertise Bonus | |
+3 | Proficiency Bonus | |
+1 | Jack of all Trades |
-1 | Strength | |
+6 | Dexterity | |
+1 | Constitution | |
+0 | Intelligence | |
+0 | Wisdom | |
+7 | Charisma |
+6 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+0 | Athletics | STR | |
+10 | Deception | CHA | |
+6 | History | INT | |
+3 | Insight | WIS | |
+7 | Intimidation | CHA | |
+1 | Investigation | INT |
+1 | Medicine | WIS | |
+1 | Nature | INT | |
+3 | Perception | WIS | |
+5 | Performance | CHA | |
+7 | Persuasion | CHA | |
+1 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+4 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Hand Crossbow | +6 | DEX | 1d6+3 | piercing | |
Ammunition (range 30/120), Light, Loading | |||||
+1 Dagger | +7 | DEX | 1d4+3 | Piercing | |
Finesse, thrown, light |
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Common
Finesse, light, thrown-range
Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Scratches trace along the jagged edges. The blade is yellowed, appearing and feeling like bone.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4 | Piercing | 20/60 ft |
Cost: 1 sp
Weight: 1 lbs
DnD 5e PHB
Weapon
Common
Ammunition, Light, Loading
Type | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 1d6 | Piercing | 30/120 ft |
Cost: 75gp
Weight: 3 lb
Armor (Light)
Common
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Light | 11 + Dex Modifier | No |
Cost: 10 gp
Weight: 10 lb
The statblocks of your class features
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Bardic Inspiration (d6) | 2 | 4 | 2 | - | - | - | - | - | - | - | - |
2nd | +2 | Jack of All Trades, Song of Rest (d6), Magical Inspiration (Optional) | 2 | 5 | 3 | - | - | - | - | - | - | - | - |
3rd | +2 | Bardic College, Expertise | 2 | 6 | 4 | 2 | - | - | - | - | - | - | - |
4th | +2 | Ability Score Improvement, Bardic Versatility (Optional) | 3 | 7 | 4 | 3 | - | - | - | - | - | - | - |
5th | +3 | Bardic Inspiration (d8), Font of Inspiration | 3 | 8 | 4 | 3 | 2 | - | - | - | - | - | - |
6th | +3 | Countercharm, Bard College Feature | 3 | 9 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | +3 | - | 3 | 10 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8th | +3 | Ability Score Improvement, Bardic Versatility (Optional) | 3 | 11 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +4 | Song of Rest (d8) | 3 | 12 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10th | +4 | Bardic Inspiration (d10), Expertise, Magical Secrets | 4 | 14 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | +4 | - | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | +4 | Ability Score Improvement, Bardic Versatility (Optional) | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | +5 | Song of Rest (d10) | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14th | +5 | Magical Secrets, Bard College Feature | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | +5 | Bardic Inspiration (d12) | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16th | +5 | Ability Score Improvement, Bardic Versatility (Optional) | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | +6 | Song of Rest (d12) | 4 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Magical Secrets | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement, Bardic Versatility (Optional) | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Superior Inspiration | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Dancing Item |
---|
Large or smaller construct |
Armor Class : 16 (natural armor) |
Hit Points : 10 + 5 times your Bard level |
Speed : 30ft, fly 30ft (hover) |
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 14 (+2) | 16 (+3) | 4 (-3) | 10 (+0) | 6 (-2) |
Damage immunities : poison, psychic |
Condition immunities : charmed, exhaustion, poisoned, frightened |
Senses : darkvision 60 ft., passive Perception 10 |
Challenge : - |
Proficiency Bonus (PB) : equals your bonus |
Immutable Form. The item is immune to any spell or effect that would alter its form. |
Irrepressible Dance. When any creature starts its turn within 10 feet of the item, the item can increase or decrease (your choice) the walking speed of that creature by 10 feet until the end of the turn, provided the item isn't incapacitated. |
Actions |
---|
Force-Empowered Slam. Melee Weapon Attack : your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d10 + PB force damage. |
Bardic Inspiration 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 Friend. 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. |
Being who you are, you could never be a hero. Whether due to your class, your people, your family, or your sins, something about you prevents you from effectively pursuing the path you’ve chosen. Even so, that doesn’t stop you. You’ve left your old face behind, taking on a new persona, becoming something more. Characters with the faceless background don a disguise — literally or otherwise — as they adventure. This persona might be dramatic or subtle. In a way, though, many characters have such larger than life personalities. Therefore, this background largely focuses on detailing the hero behind the mask.
d10 | Faceless Persona |
---|---|
1 | A flamboyant spy or brigand |
2 | The incarnation of a nation or people |
3 | A scoundrel with a masked guise |
4 | A vengeful spirit |
5 | The manifestation of a deity or your faith |
6 | One whose beauty is greatly accented using makeup |
7 | An impersonation of another hero |
8 | The embodiment of a school of magic |
9 | A warrior with distinctive armor |
10 | A disguise with animalistic or monstrous characteristics, meant to inspire fear |
A faceless character usually plays their persona — the hero or extraordinary person they are every day. That’s all a facade, though, or a part of them expressed to an extreme. To define a persona, feel free to choose characteristics from other backgrounds, particularly folk hero, hermit, or noble. For the person behind the persona, the one who truly strives to be faceless, consider a distinct set of faceless characteristics. As a result, those with this background have two sets of characteristics, one for their persona, and one for their faceless selves.
Dice 1d8 | Personality Trait |
---|---|
1 | I’m earnest and uncommonly direct. |
2 | I strive to have no personality — it’s easier to forget what’s hardly there. |
3 | I treasure a memento of the person or instance that set me upon my path. |
4 | I sleep just as much as I need to and on an unusual schedule. |
5 | I think far ahead, a detachedness often mistaken for daydreaming. |
6 | I cultivate a single obscure hobby or study and eagerly discuss it at length. |
7 | I am ever learning how to be among others — when to stay quiet, when to laugh. |
8 | I behave like an extreme opposite of my persona. |
Dice 1d8 | Ideal |
---|---|
1 | Justice. Place in society shouldn’t determine one’s access to what is right. (Good) |
2 | Security. Doing what must be done can’t bring the innocent to harm. (Lawful) |
3 | Confusion. Deception is a weapon. Strike from where your foes won’t expect. (Chaotic) |
4 | Infamy. My name will be a malediction, a curse that fulfills my will. (Evil) |
5 | Incorruptibility. Be a symbol, and leave your flawed being behind. (Any) |
6 | Anonymity. It’s my deeds that should be remembered, not their instrument. (Any) |
Dice 1d6 | Bond |
---|---|
1 | I do everything for my family. My first thought is keeping them safe. |
2 | What I do, I do for the world. The people don’t realize how much they need me. |
3 | I’ve seen too many in need. I must not fail them as everyone else has. |
4 | I stand in opposition, lest the wicked go unopposed. |
5 | I am exceptional. I do this because no one else can, and no one can stop me. |
6 | I do everything for those who were taken from me. |
Dice 1d6 | Flaw |
---|---|
1 | I am callous about death. It comes to us all eventually. |
2 | I never make eye contact or hold it unflinchingly. |
3 | I have no sense of humor. Laughing is uncomfortable and embarrassing. |
4 | I overexert myself, sometimes needing to recuperate for a day or more. |
5 | I think far ahead, a detachedness often mistaken for daydreaming. |
6 | I see morality entirely in black and white. |
You awaken the ability to mentally connect with others, granting you the following benefits:
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
MPMM
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Player's Handbook p285
0-level (Cantrip) Enchantment
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.
This spell's damage increases by 1d4 when you reach 5th level ( 2d4 ), 11th level ( 3d4 ), and 17th level ( 4d4 ).
0-level (Cantrip) Conjuration
0-level (Cantrip) Illusion
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
SRD
1-level Evocation
1-level Enchantment
SRD
1-level Enchantment
SRD
1-level Illusion
Ritual - does not require spell slot, takes 10 minutes longerSRD
2-level Evocation
SRD
2-level Enchantment
SRD
2-level Abjuration
PHB
2-level Divination
Player's Handbook
3-level Illusion
You create a twisting pattern of colors that weaves through the air inside a 30-ft cube. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom save. On a fail, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The effect ends if they take damage, or are shaken awake.
Basic Rules , pg. 274
3-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.