+4 | Expertise Bonus | |
+2 | Proficiency Bonus | |
+1 | Jack of all Trades |
+2 | Strength | |
+4 | Dexterity | |
+2 | Constitution | |
+2 | Intelligence | |
+2 | Wisdom | |
+6 | Charisma |
+3 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+3 | Arcana | INT | |
+3 | Athletics | STR | |
+6 | Deception | CHA | |
+3 | History | INT | |
+4 | Insight | WIS | |
+5 | Intimidation | CHA | |
+4 | Investigation | INT |
+3 | Medicine | WIS | |
+3 | Nature | INT | |
+3 | Perception | WIS | |
+6 | Performance | CHA | |
+8 | Persuasion | CHA | |
+3 | Religion | INT | |
+6 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Rapier | +4 | DEX | 1d8+2+2 | piercing | |
Dagger | +4 | DEX | 1d4+2+2 | piercing | |
Finesse, light, thrown (range 20/60) |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known |
---|---|---|---|---|
1 | +2 | Spellcasting, Bardic Inspiration (d6) | 2 | 4 |
2 | +2 | Jack of All Trades, Song of Rest (d6) | 2 | 5 |
3 | +2 | Bard College : Eloquence, College Feature : Silver Tongue, Expertise, College Feature : Unsettling Words | 2 | 6 |
4 | +2 | Ability Score Improvement | 3 | 7 |
5 | +3 | Bardic Inspiration (d8), Font of Inspiration | 3 | 8 |
6 | +3 | Countercharm, College Feature : Unfailing Inspiration, College Feature : Universal Speech | 3 | 9 |
7 | +3 | 3 | 10 | |
8 | +3 | Ability Score Improvement | 3 | 11 |
9 | +4 | Song of Rest (d8) | 3 | 12 |
10 | +4 | Bardic Inspiration (d10), Expertise, Magical Secrets | 4 | 14 |
11 | +4 | 4 | 15 | |
12 | +4 | Ability Score Improvement | 4 | 15 |
13 | +5 | Song of Rest (d10) | 4 | 16 |
14 | +5 | Magical Secrets, College Feature : Infectious Inspiration | 4 | 18 |
15 | +5 | Bardic Inspiration (d12) | 4 | 19 |
16 | +5 | Ability Score Improvement | 4 | 19 |
17 | +6 | Song of Rest (d12) | 4 | 20 |
18 | +6 | Magical Secrets | 4 | 22 |
19 | +6 | Ability Score Improvement | 4 | 22 |
20 | +6 | Superior Inspiration | 4 | 22 |
You start with the following equipment, in addition to the equipment granted by your background:
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.
Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|
1 | 2 | - | - | - | - | - | - | - | - |
2 | 3 | - | - | - | - | - | - | - | - |
3 | 4 | 2 | - | - | - | - | - | - | - |
4 | 4 | 3 | - | - | - | - | - | - | - |
5 | 4 | 3 | 2 | - | - | - | - | - | - |
6 | 4 | 3 | 3 | - | - | - | - | - | - |
7 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | - |
17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more powerful than objective truth. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments, and plucking at heartstrings to appeal to the emotions of entire audiences. Source: Mythic Odysseys of Theros, Tasha's Cauldron of Everything
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Abjuration
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.
D&D 5e PHB Page 256
0-level (Cantrip) Conjuration
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
PHB
1-level Evocation
A creature of your choice that you can see within range regains hit pints 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
1d4+SpellcastingAbilityModifier | Healing |
---|
PHB
1-level Enchantment
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.
Saving Throw | Wisdom |
---|---|
Roll: 3d6 | Psychic Damage |
Basic Rules, pg. 239
1-level Evocation
Basic Rules , pg. 276
1-level Enchantment
Basic Rules, pg. 284
1-level Conjuration
2-level Transmutation
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
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.
Statblocks for your Trinkets, businesses, building, castles, empires.