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Angus Skaldison

Bard 9 Class & Level
Criminal Background
Human Race
True Neutral Alignment

Strength 8
-1
Dexterity 14
+2
constitution 14
+2
intelligence 11
+0
wisdom 13
+1
charisma 20
+5
Total Hit Dice 9
Hit Die
1d8+2
+4 proficiency bonus
-1 Strength
+5 Dexterity
+2 Constitution
+0 Intelligence
+1 Wisdom
+9 Charisma
saving throws
+6 Acrobatics
+3 Animal Handling
+2 Arcana
+1 Athletics
+9 Deception
+2 History
+5 Insight
+9 Intimidation
+2 Investigation
+3 Medicine
+2 Nature
+5 Perception
+14 Performance
+14 Persuasion
+2 Religion
+6 Sleight of Hands
+6 Stealth
+4 Survival
skills

 
18
Armor Class
59
Hit Points
+4
Initiative
30
Speed
WeaponAttackDamage
Eldritch Blast 1d20+7 1d10
Toll the DeadSave DC:15 2d10 2d12
Viscous Mockery 1d20+7 2d4 and Disadvantage on next attack
Attacks
Acrobatics, Deception, Insight, Intimidation, Perception, Sleight of Hand, Stealth, Survival, Performance (E), Persuasion (E)
Proficiences
Spell Attack: 8 (Prof + Cha Mod)
Spell Save: 16 (8+ Prof + Cha Mod)
Spellcasting
1450 gp
Light Load:
Thieves tools, Dulcimer, Studded Leather Armor, 10 feet of string, a bell, 5 candles, 1lbs of flour, 50ft of rope. 27lbs

Heavy Load:
Crowbar, Thieves tools, Dulcimer, Studded Leather Armor, a backpack, 10 feet of string, a bell, 5 candles, 10 pitons, 50ft of rope, 40 Caltops, Tinderbox, 1lbs of flour, 10ft pole, sack. 50lbs

Pony:
Riding Saddle, Saddlebags, Block and Tackle, Hooded Clothes, 40 Caltrops, 4lbs of flour, 2 flasks of oil, 1000 ball bearings, Drum, Horn 5 days of rations, a tinderbox, a waterskin, Steel Mirror, Bedroll, Fishing Tackle, 10 flasks, 5 Chickens, messkit, 10 torches, a hammer, a hooded lantern, Unicorn Horn and Crystal 60lbs
Equipment
Magic Initiate
ASI
Features & Traits

Heroes Enabled

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

Guitarra de la Flamenco

Instrument Magical Varies (this item requires attunement)

A weathered acoustic guitar

While attuned you gain proficiency with the guitar and recieve the following benefits:

When you perform with this instrument ephemeral instruments back your performance filling in for missing performers

As an action you can begin playing 1 of 3 parts listed below to maintain the part you must spend a bonus action. Each part has a different affect depending on the key (major or minor) when you begin playing a part you may choose the starting key

  • key change: As an action you can change the key of the part
  • Accompaniment: major - allies move speed up by 10ft minor - enemies lose 5ft of movement
  • Duet: major - you and an ally gain advantage to a save of your choice minor - two enemies gain disadvantage on a save of your choice
  • Solo: major - you gain 10ft of movement, advantage on a save of your choice and resistance to a damage type of your choice
  • minor - an enemy loses 5t of movement, disadvantage on a save of your choice and loses a resistance of your choice
Performers Lament: While attuned you have the insatiable desire to play the guitar never feeling like you your playing quite up to par

Weight: 5lbs


 

Eyestalks

Adventuring Gear Uncommon

These strange grafts look like eyeballs mounted on five foot long stalks. The stalk is actually a flesh covered, flexible spine. The base of the stalk has three tiny, clawed tendrils. The base of the stalk secretes a powerful adhesive and can be secured to almost any part of the body. The eye beams images directly to the host’s brain using a form of telepathy At the same time, the stalk secretes a powerful anesthetic, putting the host into a deep, dreamless sleep. For the next day, while the eyestalk merges with the host’s system, the host is kept asleep.   When retracted, the eyestalk is indistinguishable from a normal eye, except that it has a yellow iris. The stalk lies coiled behind the eyeball. The host can make the eyestalk extend out up to five feet in any direction. It can peer around corners, look around behind the host, or even extend into small openings. The eyestalk must point in the same direction as the host’s eyes, or else the host suffers from dizziness and disorientation. The host must a DC 14 Constitution Save Throw else be paralyzed for 1d4 rounds, repeating the save at the end of each turn.

Cost: 250gp


 

DnD 5e SRD SRD

Studded Leather Armor

Light Armor Common

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Type AC STR Req. Stealth Dis. Properties
Light 12 + Dex Modifier

Cost: 45 gp Weight: 13 lb


 

DnD 5e SRD SRD

Rapier

Melee Weapon Finesse Common

Type Damage Damage Range Properties
Martial 1d8 Piercing Finesse

Cost: 25 gp Weight: 2 lb


 

Silver Raven Figurine

Adventuring Gear Uncommon

This silver statuette can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.


 

World of Ormurgard

Pipe of Remembrance

Wondrous Item Magical Common [Illusion]

This long, delicate wooden pipe features a bowl made from smooth coral. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The bearer may attempt to alter the events slightly to paint themselves in a better light by attempting a DC 14 deception check. On a fail the pipe portrays you in a slightly worse light. The pipe can't be used this way again until the next dawn.


 

Mark of the Eagle

Mark of the Eagle: A small circle of petrified wood, about 3 inches in diameter and half an inch thick with an image of the head of an eagle carved into the center. The owner can hold this circle to their chest and cause spectral wings to sprout from their back and grant flight for a limited time. The circle stays affixed to the user’s chest until the effect wears off. Grants the user a fly speed equal to the user’s movement speed plus 15 feet for one minute. Usable once per day, action to use.
 

Ioun Stone of Reserve

Wondrous Item Rare (this item requires attunement)

This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains ld4 - 1 levels of stored spells chosen by the DM.   Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.   While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.


 

Fochlucan Bandore

Instrument Requires attunement by a Bard Uncommon (this item requires attunement)

An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.   You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.   When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.   The Fochlucan Bandore can cast the following spells:

  • Entagle
  • Faerie Fire
  • Shillelagh
  • Speak with Animals

Cost: 1000gp Weight: 5lbs


 

Poison of Overflow

Poison Varies

A slimy green fluid fills the vial. When a creature is hit by a weapon coated in the poison or the creature consumes the poison the creature must make a DC 14 Con save or fall under the effects of the poison for 1 minute. Creatures under the effects of the poison feel their body slow, mind race, and head ache. For the duration the effected creature suffers the following:

  • The creature has advantage on all spell attacks and gains an extra concentration slot
  • The creature loses 20ft of movement, can not take reactions, loses their dex bonus to AC,and takes 1d8 damage at the end of each of their turns
After the duration the creature gains a level of exhaustion. One vial can coat 1 weapon


 

Poison of Twitch

Poison Varies

A viscous blue liquid fills the vial. When a creature is hit with a weapon coated in the poison or consumes it they must make a DC 14 Con save or fall under its effects for 1 minute. Creature's posioned this way can feel their hands shake, muscles itch, and the world slow. For the duration the creature suffers the following effects:

  • gain 10ft of movement and an additional reaction
  • gain disadvantage on stealth checks and the creature must take its full movement ending 20ft away from where it started or suffer 2d6 damage.
After the duration the creature gains 1 level of exhaustion. 1 vial can coat 1 weapon


 

Great Ganja

Potion Rare

When you take a hit the order swirls with color and mirth. You gain 4d4+4 temporary hit points and gain the insatiable desire to eat for 3 hours. 4 oz equals one hit.

Cost: 550gp


 

Elven Chain

Armor Rare

You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.

Type AC STR Req. Stealth Dis. Properties
Medium 13 + (1) + Dex modifier (max 2)


 

Fool's Chair

Adventuring Gear Varies

once per day you may whisper the command word at the chair. One of two affects may be applied based on the users choice. 1. When any creature but the user sits in the chair, they suffer 1D8 piercing damage and must succeed on a DC 12 strength save or the chair is stuck to them, which will continue to deal 1d6 piercing damage per turn until it is removed. 2. The chair becomes invisible for 10 minutes. And speaks the following in deep speech repeating. “I have 4 legs, but cannot walk, I have a back and cannot talk”


 

Bucket of Black Goo

Adventuring Gear Varies

One use item. When the goo is entirely dumped onto a hand held weapon it will become a completely identical copy of the weapon. If the weapon requires attunement the goo has no affect on it.


 

Cloak of karma

Adventuring Gear Varies

A long cloak that clings to the bearer if black and billows out if white. Shifting between black and white through out the day at noon it is pure white and at night it is void black. No matter the time of day it provides +1 to AC. Depending on the time of day the benefits change.   Bahati's blessing: from sunrise to sunset you gain advantage to performance checks and up to 2 times a day before making an attack or saving throw you may roll a dice and call highs or lows. If you successfully call the the roll you gain advantage on the attack or saving throw. If you fail to call the roll you gain disadvantage on the attack or saving throw   Heppni's blessing: from sunset to sunrise you gain advantage on stealth checks and up to 2 times a day before an you can see enemy makes an attack or saving throw you may roll a dice and call highs or lows. If you successfully call the the roll they gain disadvantage on the attack or saving throw. If you fail to call the roll they gain advantage on the attack or saving throw.   This item does not require attunement but you are they only one able to use it.

Weight: 5lbs


 

The statblocks of your class features

College of Lore


Hit Points

Hit Dice: d8 per College of Lore level
Hit Points at first Level: See Bard
Hit Points at Higher Levels: See Bard

Proficiences

Armor: See Bard
Weapons: See Bard
Tools: See Bard
Saving Throws: See Bard
Skills: See Bard

Subclass Options

Bonus Proficiencies

At 3rd level, you gain proficiency with three skills of your choice.  

Cutting Words

Also at 3rd level, when a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.  

Additional Magical Secrets

At 6th level, you learn two spells of your choice from any classes. 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 but don't count against the number of bard spells you know.  

Peerless Skill

Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.
 

Magic Initiate

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.   In addition, choose one 1st-level spell from that same list. You learn that spell and, using this feat, can cast it at its lowest level. Once you cast it in this way, you must finish a long rest before you can cast it in this way again.   Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.   If you choose from either the cleric or warlock spell lists, you are imbuing yourself with the power of the gods or patron (respectively). Your character will be encouraged to follow one of the tenets of the gods or the contract points of a patron. If you are choosing from the cleric list, contact Sean (jester-117#7277) to set up your tenet. If you are choosing from the warlock list, contact Micah (Cthulhu_Number2 #8929) to set up your contract point.

Criminal

You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.  

Variant: Spy

Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.

Skill Proficiencies Deception, Stealth
Tool Proficiencies One type of gaming set, thieves' tools
Equipment A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp

Features

Criminal Contact

You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Suggested Characteristics

Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.

Traits

Dice 1d8 Personality Traits
1I always have a plan for what to do when things go wrong.
2I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3The first thing I do in a new place is note the locations of everything valuable — or where such things could be hidden.
4I would rather make a new friend than a new enemy.
5I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6I don't pay attention to the risks in a situation. Never tell me the odds.
7The best way to get me to do something is to tell me I can't do it.
8I blow up at the slightest insult.

Ideal

Dice 1d6 Ideals
1Honor: I don't steal from others in the trade. (Lawful)
2Freedom: Chains are meant to be broken, as are those who would forge them. (Chaotic)
3Charity: I steal from the wealthy so that I can help people in need. (Good)
4Greed: I will do whatever it takes to become wealthy. (Evil)
5People: I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
6Redemption: There's a spark of good in everyone. (Good)

Bond

Dice 1d6 Bonds
1I'm trying to pay off an old debt I owe to a generous benefactor.
2My ill-gotten gains go to support my family.
3Something important was taken from me, and I aim to steal it back.
4I will become the greatest thief that ever lived.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6Someone I loved died because of a mistake I made. That will never happen again.

Flaw

Dice 1d6 Flaws
1When I see something valuable, I can't think about anything but how to steal it.
2When faced with a choice between money and my friends, I usually choose the money.
3If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
4I have a "tell" that reveals when I'm lying.
5I turn tail and run when things look bad.
6An innocent person is in prison for a crime that I committed. I'm okay with that.

Bard


Hit Points

Hit Dice: d8 per Bard level
Hit Points at first Level: 8 + Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard leveI after 1st

Proficiences

Armor: Light Armor
Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Tools: Three Musical Instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three

Overview & Creation

Level Prof. Bonus Features Cantrips Spells 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) 2 5 3
3rd +2 Bard College, Expertise 2 6 4 2
4th +2 Ability Score Improvement 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 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 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 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 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

 


Class Features

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.  

Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.  

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 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.  

Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice: Your choice grants you features at 3rd level and again at 6th and 14th level.  

Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Font of Inspiration

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.  

Countercharm

At 6th level, 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

At 10th level, 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.   You learn two additional spells from any classes at 14th level and again at 18th level.  

Superior Inspiration

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.


Starting Equipment

You may pick either (a) or (b):

  • (a) a rapier, (b) a longsword, or (c) any simple weapon
  • (a) a Diplomat's Pack or (b) an Entertainer's Pack
  • (a) a lute or (b) any other musical instrument
  • Leather armor and a dagger
  Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.


Spellcasting

You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spell casting and chapter 11 for the bard spell list.  

Cantrips

You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher leveIs, as shown in the Cantrips Known column of the Bard table.  

Spell Slots

The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells. you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   For example. if you know the 1st-levei spell cure wounds and have a 1st-levei and a 2nd-levei spell slot available, you can cast cure wounds using either slot.  

Spells Known of 1st Level and Higher

You know four 1st-levei spells of your choice from the bard spell list.   The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this c1ass, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.  

Spellcasting Ability

  Charisma is your spell casting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spell casting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.     Spell Save DC= 8 + your proficiency bonus + your Charisma Modifier     Spell Attack Modifier= your proficiency bonus + your Charisma Modifier    

Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.  

Spellcasting Focus

You can use a musical instrument (found in chapter 5) as a spell casting focus for your bard spells.  

Spell Versatility

Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the bard spell list. The new spell must be the same level as the spell you replace.


Subclass Options

College of Glamour

 

Mantle of Inspiration

At 3rd level, as a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.   The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.  

Enthralling Performance

Starting at 3rd level, if you perform for at least 1 minute, you can attempt to inspire wonder in your audience. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.   If a target succeeds on its saving throw, the target has no hint that you tried to charm it.   Once you use this feature, you can't use it again until you finish a short or long rest.  

Mantle of Majesty

At 6th level, as a bonus action, you cast Command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast Command as a bonus action on each of your turns, without expending a spell slot.   Any creature charmed by you automatically fails its saving throw against the Command you cast with this feature.   Once you use this feature, you can't use it again until you finish a long rest.  

Unbreakable Majesty

At 14th level, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.   Once you assume this majestic presence, you can't do so again until you finish a short or long rest.  

College of Lore

 

Bonus Proficiencies

At 3rd level, you gain proficiency with three skills of your choice.  

Cutting Words

Also at 3rd level, when a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.  

Additional Magical Secrets

  At 6th level, you learn two spells of your choice from any classes. 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 but don't count against the number of bard spells you know.  

Peerless Skill

Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.  

College of Swords

 

Bonus Proficiencies

At 3rd level, you gain proficiency with medium armor and the scimitar.   If you're proficient with a simple or martial melee weapon, you can use it as a spell casting focus for your bard spells.  

Fighting Style

At 3rd level, choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.  
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
 

Blade Flourish

At 3rd level, whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.  
  • Defensive Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
  • Slashing Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
  • Mobile Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
 

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Master's Flourish

Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.  

College of Valor

 

Bonus Proficiencies

At 3rd level, you gain proficiency with medium armor, shields, and martial weapons.  

Combat Inspiration

Also at 3rd level, a creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.  

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Battle Magic

At 14th level, when you use your action to cast a bard spell, you can make one weapon attack as a bonus action.  

College of Whispers

 

Psychic Blades

At 3rd level, when you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.   The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.  

Words of Terror

At 3rd level, if you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.   If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.   Once you use this feature, you can't use it again until you finish a short or long rest.  

Mantle of Whispers

At 6th level, when a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.   You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.   While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.   Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.   Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.  

Shadow Lore

At 14th level, as an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn't share a language with you or if it can't hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.   On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.   The charmed creature obeys your commands for fear that you will reveal its secret. It won't risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.   When the effect ends, the creature has no understanding of why it held you in such fear.   Once you use this feature, you can't use it again until you finish a long rest.

Statblocks for your familiars, mounts etc.

Saddle of the Mermaid

Adventuring Gear Magical Varies

A saddle made of seaweed and coral ordained with sea shells of fabulous colors.

While this saddle is harnessed to a mount and you are on said mount you gain the ability to breathe under water

Weight: 10lbs


 

Giant Crat

Large monstrosity, unaligned
Armor Class 15 (Natural Armor)
Hit Points 19 (3d8+1d6) 3d8+1d6
Speed 30ft Swim: 30ft

STR
13 +1
DEX
15 +2
CON
11 0
INT
2 -4
WIS
10 0
CHA
4 -3

Skills Amphibious. The crab can breathe air and water.
Senses Blindsight 30ft., Passive Perception 9
Languages -
Challenge 1/2 (100xp)


Actions

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.   Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target. Hit: 4 (1d4 + 2) piercing damage.


 

Another experiment of the Transmutation expert Lorwyn Gorwick. A mixture of Crab and Rat.   This creature is being sold at the local mount store.

SRD

Pony

Medium beast, unaligned
Armor Class 10
Hit Points 11 2d8+2
Speed 40ft

STR
15 +2
DEX
10 0
CON
13 +1
INT
2 -4
WIS
11 0
CHA
7 -2

Skills passive Perception 10
Challenge 1/8 (25 XP)


Actions

Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 2d4+2 bludgeoning damage.


 

Statblocks for race/species of the character.

Aasimar

Ability Score Increase +2 Cha
Size Medium
Speed

  • Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. 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.
  • Celestial Resistance. You have resistance to necrotic damage and radiant damage.
  • Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
  • Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.
  • Subrace: There are three main subraces of Aasimar: Protector, Scourge, and Fallen. Choose one

Languages. Common and Celestial

Scourge Aasimar, Aasimar subrace

Ability Score Increase +1 Con
Size Medium
Speed

  • Radiant Consumption. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.   Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.   Once you use this trait, you can't use it again until you finish a long rest.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 120ft
Duration Instantaneous
Components V, S

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Class(es): Warlock

Light

0-level (Cantrip) Evocation

Casting Time 1 Action
Range Touch
Duration 1 Hour
Components V, S, M
Materials a firefly or phosphorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.   If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell

Class(es): Artificer, Bard, Cleric, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Celestial)

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 10ft
Duration Up to 1 hour
Components V, S

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Arcane Archer), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Shillelagh

0-level (Cantrip) Transmutation

Casting Time 1 Bonus Action
Range Touch
Duration 1 Minute
Components V, S, M
Materials mistletoe, a shamrock leaf, and a club or quarterstaff

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

Class(es): Druid, Cleric (Nature Domain)

Toll the Dead

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V, S

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At higher levels: The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Class(es): Cleric, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V

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.
At higher levels: This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Class(es): Bard

Level 1 Spells

Bane

1-level Enchantment

Casting Time 1 Action
Range 30ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a drop of blood

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Class(es): Bard, Cleric, Paladin (Oath of Vengeance), Sorcerer (Divine Soul)

Cure Wounds

1-level Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

Dissonant Whispers

1-level Enchantment

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V

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.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Class(es): Bard, Artificer (Archivist), Warlock (The Great Old One)

Entangle

1-level Conjuration

Casting Time 1 Action
Range 90ft
Duration Concentration, up to 1 Minute
Components V, S

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.   A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.   When the spell ends, the conjured plants wilt away.

Class(es): Druid

Faerie Fire

1-level Evocation

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Minute
Components V

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Class(es): Artificer, Bard, Druid, Cleric (Light Domain), Warlock (The Archfey)

Healing Word

1-level Evocation

Casting Time 1 Bonus Action
Range 60ft
Duration Instantaneous
Components V

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Class(es): Bard, Cleric, Druid, Sorcerer (Divine Soul)

Hex

1-level Enchantment

Casting Time 1 Bonus Action
Range 90ft
Duration Concentration, up to 1 Hour
Components V, S, M
Materials the petrified eye of a newt

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.   If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.   A Remove Curse cast on the target ends this spell early.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Class(es): Warlock

Speak with Animals

1-level Abjuration

Casting Time 1 Action
Range Self
Duration 10 Minutes
Components V, S

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Class(es): Bard, Druid, Ranger, Barbarian (Path of the Totem Warrior), Cleric (Nature Domain), Paladin (Oath of the Ancients)

Level 2 Spells

Enthrall

2-level Enchantment

Casting Time 1 Action
Range 60ft
Duration 1 Minute
Components V, S

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

Class(es): Bard, Warlock

Invisibility

2-level Illusion

Casting Time 1 Action
Range Touch
Duration up to 1 Hour
Components V, S, M
Materials an eyelash encased in gum arabic

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Grassland)), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

Shatter

2-level Evocation

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V, S, M
Materials a chip of mica

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.   A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Class(es): Bard, Sorcerer, Warlock, Wizard, Artificer (Artillerist), Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

Phantasmal Force

2-level Illusion

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials A bit of Fleece

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.   The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.   The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.   While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall — it was pushed, it slipped, or a strong wind might have knocked it off.   An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Class(es): Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Archfey), Warlock (The Great Old One)

Level 3 Spells

Hypnotic Pattern

3-level Illusion

Casting Time 1 Action
Range 120 ft.
Duration Concentration, 1 Minute
Components S, M
Materials A glowing stick of incense or a crystal vial filled with phosphorescent material

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.   The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Class(es): Bard, Sorcerer, Warlock, Wizard

Fireball

3-level Evocation

Casting Time 1 Action
Range 150 ft.
Duration Instantaneous
Components V, S, M
Materials A tiny ball of bat guano and sulfur

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.   The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Class(es): Sorcerer, Wizard

Mass Healing Word

3-level Evocation

Casting Time 1 Bonus Action
Range 60 ft
Duration Instantaneous
Components V

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Class(es): Cleric

Level 4 Spells

Dimension Door

4-level Conjuration

Casting Time 1 Action
Range 500ft
Duration Instantaneous
Components V

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."   You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.   If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

Class(es): Bard, Sorcerer, Warlock, Wizard, Cleric (Trickery Domain), Fighter (Eldritch Knight), Paladin (Oath of Vengence), Rogue (Arcane Trickster)

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


Created by

Jester-117.

Statblock Type

Character Sheet (Legacy)

Link/Embed