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R4B//T O'H4R3

10 Level (0/85000 XP for level-up) NOMAD, Augmenter Background Sentiat - Great Mace, WILL Race / Species / Heritage Lawful Good Alignment
Bard, Spirits Bards
Level 10
Hit Dice: 10/10
1d8+2 Class 1

STR
13
+1
DEX
12
+1
CON
14
+2
INT
14
+2
WIS
14
+2
CHA
16
+3
73
Hit Points
+6
Initiative (DEX)
12
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
1 / 1
Pact Slots
3 / 3
Bardic Inspiration
Spellcasting ...
+7 Attack mod
CHA Ability
+3 Abi Mod
15 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+1 Strength
+5 Dexterity
+2 Constitution
+2 Intelligence
+2 Wisdom
+7 Charisma
saving throws
+3 Acrobatics DEX
+4 Animal Handling WIS
+10 Arcana INT
+3 Athletics STR
+5 Deception CHA
+4 History INT
+10 Insight WIS
+5 Intimidation CHA
+10 Investigation INT
+10 Martial WIS
skills
+4 Medicine WIS
+4 Nature INT
+8 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+4 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+8 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mage Hand +7 1 action 30ft 1 minute
Mending +7 1 minute Touch Instant
Minor Illusion action 30 ft 1 minute
 Notes:Components: S, M (a bit of fleece)
Vicious Mockery +7 action 60 ft Instant 1d4 4
Circle of Power +7 1 Action Conc, 10 minutes
 Notes:Magical Secrets

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Vicious Mockery +7 action 60 ft Instant 1d4 + 4
Bane action 30 Concentration, 1 minute
Detect Magic +7 action Concentration, 10 minutes
Faerie Fire +7 action Conc, 1 minute
Featherfall +7 1 reaction 1 minute
Healing Word +7 1 bonus action Instant

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Vicious Mockery +7 action 60 ft Instant 1d4 + 4
Zone of Truth +7 1 Action 10 minutes
Enlarge/Reduce +7 1 action 30 Concentration, 1 minute

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Vicious Mockery +7 action 60 ft Instant 1d4 + 4

Level 4 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Vicious Mockery +7 action 60 ft Instant 1d4 + 4

Level 5 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Vicious Mockery +7 action 60 ft Instant 1d4 + 4
SENTIAT RACE FEATURES:

Size: Medium or Small


Speed: 30ft, 15ft fly


Age: They do not age


Weapon Form: You choose a base or exotic weapon every long rest and that becomes your weapon form gaining any weapon properties it has (Heavy, Reach, Light) until your next long rest. As an item interaction, you can switch between your weapon form and humanoid form, the appearance of the humanoid can be of any race. While in your sword form, you count as an object and not a Humanoid/Creature.


Weapon Eater: You can spend 1 hour with a weapon that has a magical property and gain its features, the amount of max features you can have on the blade is equal to your prof mod. You can switch out features on a long rest and pick other features you have stored. The max amount of stored features you can have is equal to twice your prof mod. E.g. You have a prof mod of 2, so you can only have 2 magical properties on your weapon form, but you can store up to 4 features that you can change out on a long rest.


Soul Link: While in your humanoid form, you can wield your weapon form as it's part of you, the weapon can be disarmed from you but you can use your bonus action to summon the weapon back into a free hand. While unconscious you revert back into your weapon form and can be wielded as a normal weapon and its magical features can still be used, instead of rolling death saves you instead are unconscious for the next minute unless the mend spell is cast onto you which will set you to 1hp.


Attunable: A creature can attune to you with your consent, if you are attuned to you will lose your Will and Soul and become a non-sentient item (This is considered player death). The attunement time takes 1 hour and after which you will then lose your sentience. While unconscious, the attunement time becomes 1 round, and ANY creature is able to attune to you while in this inactive state (The 1 round of attuning is considered concentrating).


Language: Common and Necrospeak



Variant: Will - Your weapon deals will damage - Will Damage = Cannot use an ability/feature until the start of your next turn.


===============================================================================================================


BARD, COLLEGE OF SPIRITS



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.



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SPELL CASTING
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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.
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Song of Rest (d6)
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 by spending Hit Dice 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.

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Magical Inspiration

If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
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COLLEGE OF SPIRITS

Guiding Whispers
You can reach out to spirits to guide you and others. You learn the guidance cantrip, which doesn't count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it.

Spiritual Focus
You employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your bard spells: a candle, crystal ball, skull, spirit board, or tarokka deck.
Starting at 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled.


Tales from Beyond
You reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You retain the tale in mind until you bestow the tale's effect or you finish a short or long rest.
You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale's effect. Once you do so, you can't bestow the tale's effect again until you roll it again.

You can retain only one of these tales in mind at a time, and rolling on the Spirit Tales table immediately ends the effect of the previous tale.

If the tale requires a saving throw, the DC equals your spell save DC.

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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.


FEAT AND ASI
Alert https://5e.tools/feats.html#alert_phb
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Bardic Versatility
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Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus as you use your skills and magic:

  • Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from Expertise.



  • Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the bard spell list.


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COUNTERCHARM
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. 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).
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Spirit Session
Spirits provide you with supernatural insights. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spiritual Focus. You can conduct the ritual with a number of willing creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn one spell of your choice from any class.

The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must be of a level you can cast, and it must be in the school of divination or necromancy. The chosen spell counts as a bard spell for you but doesn't count against the number of bard spells you know.

Once you perform the ritual, you can't do so again until you start a long rest, and you know the chosen spell until you start a long rest.
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ASI AND FEAT
Skilled: Perception, Survival, Lockpicking
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Song of Rest (d8) PHB p51[–]
At 9th level, the extra hit points gained from Song of Rest increases to 1d8.
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Bardic Inspiration (d10) PHB p51[–]
At 10th level, your Bardic Inspiration die changes to a d10.
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Expertise PHB p51[–]
At 10th level, you can choose another two skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies
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Magical Secrets
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. 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.

Features & Traits
Includes:
a chest
2 cases for maps and scrolls
a set of fine clothes
a bottle of ink
an ink pen
a lamp
2 flasks of oil
5 sheets of paper
a vial of perfume
sealing wax
soap
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IMPLANTS
NeuroFi (Free) - This handy implant gives an array of benefits and in addtion it doesn't count towards your total amount of allowed implants due to the low harm the device produces. You gain the following benefits;
The implant allows you to wirelessly connect to local Wi-Fi networks. This can provide you with access to information, maps, and data in real-time. You gain proficiency in Investigation checks when searching for digital information.


Deeper Web Connection: Once a day, the implant grants you access to the Deeper Web, a hidden realm of the internet that is inaccessible to most individuals. You can use this connection to gather secret information, find black market goods, and potentially interact with powerful entities lurking within the Deeper Web.

Language Translator: The implant includes a language translator module, allowing you to understand and speak any language you encounter. This grants you the ability to communicate with a wide range of creatures and overcome language barriers.

Holographic Display: Through the implant, you can project a holographic heads-up display (HUD) visible only to you. This HUD can provide you with vital information such as health, status effects, and inventory. It can also display augmented reality overlays, aiding you in perception-based checks.
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Echo Synapse - An implant grants you the extraordinary ability to momentarily halt the flow of time, allowing you to prepare and strategize during combat. This implant provides you with the ability to activate a limited time stop effect. The Echo Synapse implant offers the following benefits:
Temporal Suspension: Once per long rest, you can activate the Echo Synapse implant to trigger a momentary time stop. When activated, time freezes for everyone except you, effectively granting you an extra round to plan and prepare.

Tactical Advantage: During the time stop, you can use your turn to take actions, move, and position yourself strategically without any time passing in the outside world.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor: light armor


Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords


Tools: three musical instruments of your choice


Saving Throws: Dexterity, Charisma


Skills: Arcana, Insight, Investigation, Survival, Perception



Languages: Common, Necrospeak

Languages & Proficiencies
The rabbit is always searching, however they do not know where it goes.



Thrill seeker and learning about the world, currently about its laws.

Personality Traits
Survive with each other and find the truth and my past.

Ideals


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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