14 KiB
tags
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HP
28/35 Rages: 1/2 Bardic Inspiration: 1/2 Inspiration: X
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| HP | AC | Speed | Initiative |
|---|---|---|---|
| 35 | 11 | 30 | +1 |
| Passive Perception | Passive Insight |
|---|---|
| 11 | 12 |
Stats
| Strength | Dexterity + | Constitution | Intelligence | Wisdom | Charisma + | |
|---|---|---|---|---|---|---|
| Stats | 12 | 11 | 13 | 13 | 11 | 14 |
| Modifier | +1 | 0 | +1 | +1 | 0 | +2 |
| Saving throw | +1 | +2 | +1 | +1 | +0 | +4 |
Skills
| # | Skill | Ability | Proficient |
|---|---|---|---|
| +1 | Acrobatics | DEX | / |
| +1 | Animal Handling | WIS | / |
| +2 | Arcana | INT | / |
| +2 | Athletics | STR | / |
| +4 | Deception | CHA | X |
| +3 | History | INT | X |
| +2 | Insight | WIS | X |
| +4 | Intimidation | CHA | X |
| +2 | Investigation | INT | / |
| +1 | Medicine | WIS | / |
| +2 | Nature | WIS | / |
| +1 | Perception | WIS | / |
| +4 | Performance | CHA | X |
| +3 | Persuasion | CHA | / |
| +2 | Religion | INT | / |
| +1 | Sleight of Hand | DEX | / |
| +1 | Stealth | DEX | / |
| +1 | Survival | WIS | / |
Spells
Bardic Spellcasting
| Ability | Attack | Spell DC |
|---|---|---|
| +2 | +4 | 12 |
Spell Slots
1st level (3/3)
Cantrips
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Thunderclap Casting Time: 1 action
Range: Self (5-foot radius)
Components: S
Duration: InstantaneousYou create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.
At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
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Light Casting Time: 1 action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hourYou 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.
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Nerd-out Alicia starts talking about some nerdy thing and confuses the people around her 1d4 psychic damage The player has to actually nerd out on an (at least vaguely) related topic to the situation
1st level
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Silvery Barbs Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range: 60 feet
Components: V
Duration: InstantaneousYou magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
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Healing Word Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: InstantaneousA 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.
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Sleep Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minuteThis spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
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Thunderwave Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: InstantaneousA wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
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Unseen Servant Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of string and a bit of wood)
Duration: 1 hourThis spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
Inventory
Money
| CP | SP | EP | GP | PP |
|---|---|---|---|---|
| 0 | 0 | 0 | 1 | 19 |
Conversion rate 100 copper = 10 silver = 2 electrum = 1 gold = 1/10 platinum
Items
- Weapons
- Greataxe - Hurdy Gurdy
- Consumables
- Potion of Fire Breath
- Potion of Water Breathing
- Keoghtom's Ointment (4/4)
- action -> swallow or apply to skin to heal 2d8+2, cures poison, cures disease
- Loot
- Art (7) 25 GP/ a piece
Features
Bardic
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Bardic inspiration (2/2) 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 GM 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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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 by spending one or more Hit Dice, 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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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.
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Cantrips
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
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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-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
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Spells Known of 1st Level and Higher
You know four 1st-level 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 class, 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.
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Spellcasting Ability
Charisma is your spellcasting 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 spellcasting 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
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Ritual Casting
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
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Spellcasting Focus
You can use a musical instrument (see Adventuring Gear)) as a spellcasting focus for your bard spells.
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Barbarian
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Rage
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In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:
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You have advantage on Strength checks and Strength saving throws.
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When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
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You have resistance to bludgeoning, piercing, and slashing damage.
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If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
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Unarmored Defence While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
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Reckless Attack Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation.
When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
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Danger Sense At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

