Belladonna De La Croix | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Belladonna De La Croix

4 Level (0/6500 XP for level-up) Haunted One Background Variant Human Race / Species / Heritage Chaotic Neutral Alignment
Bard
Level 4
Hit Dice: 4/4
1d8+3 Class 1

STR
12
+1
DEX
16
+3
CON
17
+3
INT
16
+3
WIS
15
+2
CHA
19
+4
56
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+5 Dexterity
+3 Constitution
+3 Intelligence
+2 Wisdom
+6 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
+5 Arcana INT
+1 Athletics STR
+8 Deception CHA
+3 History INT
+2 Insight WIS
+4 Intimidation CHA
+7 Investigation INT
skills
+2 Medicine WIS
+3 Nature INT
+4 Perception WIS
+6 Performance CHA
+4 Persuasion CHA
+3 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +3 DEX 1d4+3 Piercing
 Finesse, Light, Thrown
Battleaxe +1 STR 1d8+1 Slashing
 Versatile
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mending +6 1m touch VSM
Thunderclap +6 1A 5' 1d6+4 S
Vicious Mockery +6 1A 60' 1d4+4

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Thunderclap +6 1A 5' 1d6+4 + S
Vicious Mockery +6 1A 60' 1d4+4 +
Charm Person +6 1A 30' 1hr
 Notes:Wis Save
Comprehend Languages +6 1A self 1hr
Cure Wounds +6 1A touch 1d8+4
Healing Word +6 1BA 60' 1d4+4
 Notes:Wis save
Hideous Laughter +6 1A

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Thunderclap +6 1A 5' 1d6+4 + S
Vicious Mockery +6 1A 60' 1d4+4 +
Cure Wounds +6 1A touch 1d8+4 +
Healing Word +6 1BA 60' 1d4+4 +
 Notes:Wis save
Calm Emotions +6 1A 60' Concentration, up to 1 min
Suggestion +6 1A 30' Concentration, up to 8 hours

Features & Traits

Backpack


  • Leather,
  • Dagger,
  • Battleaxe,
  • Lute,
  • Bedroll,
  • Candle,
  • Clothes Costume,
  • Rations (1 day),
  • Waterskin,
  • Disguise Kit


  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

    Languages


  • Common,
  • Deep Speech,
  • Abyssal,
  • Dwarvish


  • Tools


  • Drum
  • Gular
  • Viol
  • Guitar

  • Languages & Proficiencies
    I have a dark calling that puts me above the law. (Chaotic)

    Ideals
    Theres evil in me, I can feel it. It must never be set free.

    Bonds
    I have an addiction.

    Flaws


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
    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.

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

    Aegimius Exclusive

    The Bass Guitar Battle Axe

    Weapon

    Very Rare

    by MandoMc Deisigns via Midjourney

    A battle axe guitar made by inventor Ameda Vulov.

    Level 3
    When music is played through the guitar, the type of physical damage is changed.
    • Heavy Rock adds 1d4 of Lightning damage.
    • EDM adds 1d4 of psysic damage

    Level 5
    Sonic Boom Amplifies the power of the strings to release a powerful shockwave. Once per short rest, unleash a you can cast thunderwave and can push enemies back 10 feet.

    Type Damage Damage Range
    Martial Melee 1d8 / 1d10 Slashing

    Cost: 50gp
    Weight: 3lbs

    The statblocks of your class features

    Bard

    The bard is a master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers.   You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.
    hit dice: 1d8 per Bard level
    hit points at 1st level: 8 + your Constitution modifier
    hit points at higher levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st
    armor proficiencies: Light armor
    weapon proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords
    tools: Three musical instruments of your choice
    saving throws: Dexterity, Charisma
    skills: Choose any three
    starting equipment:
    You start with the following equipment, in addition to the equipment granted by your background:

    • (a) a rapier, (b) two martial weapons, 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


    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 Spells Rules for the general rules of spellcasting and the Spells Listing 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 levels, 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 bard 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.  

    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.  

    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  

    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 (see the Tools section) as a spellcasting focus for your bard spells.
    class features:
    Level Proficiency bonus Features Cantrips Known Spells Known 1st SS* 2nd SS 3rd SS 4th SS 5th SS 6th SS 7th SS 8th SS 9th SS
    1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 2 - - - - - - - -
    2nd +2 Jack of All Trades, Song of Rest (d6) 2 5 3 - - - - - - - -
    3rd +2 Bardic 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

    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 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.  

    Bard College

    At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. 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.  

    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.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

    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, 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).  

    Expertise

    At 10th level, choose two more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.  

    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.  

    Magical Secrets

    At 14th 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 18th level.  

    Magical Secrets

    At 18th 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.  

    Superior Inspiration

    At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.   SS*= Spell Slots
    subclass options:

    Bardic Colleges

    College of Eloquence

    College of Eloquence

    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.  

    Silver Tongue

    3rd-level College of Eloquence feature
    You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.  

    Unsettling Words

    3rd-level College of Eloquence feature
    You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.  

    Unfailing Inspiration

    6th-level College of Eloquence feature
    Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.  

    Universal Speech

    6th-level College of Eloquence feature
    You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour. Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot to use it again.  

    Infectious Inspiration

    14th-level College of Eloquence feature
    When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.   You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
      College of Glamour

    College of Glamour

    The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.   The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.  

    College of Glamour Features

                           
    Bard Level Feature
    3rd Mantle of Inspiration, Enthralling Performance
    6th Mantle of Majesty
    14th Unbreakable Majesty
     

    Mantle of Inspiration

    When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.   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, you can charge your performance with seductive, fey magic.   If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. 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, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. 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, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.   In addition, 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

    College of Lore

    Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.   The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.   The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.  

    Bonus Proficiencies

    When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.  

    Cutting Words

    Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. 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 class. 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 DM tells you whether you succeed or fail.
      College of Mourning

    College of Mourning

    Bards of the College of Mourning specialize in easing the transition from life to death. While most bards derive their artistic catalogue from celebrating the lives of the valiant, mourning bards create a gateway for dead knights, faithful priests, and wise viziers who dedicated their lives in service, to accomplish any lingering obligations of the Material Plane.   While some see romanticizing death as macabre, the college spent centuries observing religious rites and composing teachings of necromancy in prose to entreat the dead to remain long enough to fulfill their purpose.   Whether woodwind or brass, string or drum, these bards are versed in delicate affairs and often find work in parades krewes, as pallbearers, or on other occasions where tact and taste are tantamount. Mourning bards improvise their melodies to mask the cries and wails of grieving loved ones, and often turn dour occasions into celebrations of remembrance. Whatever their method, their purpose is always to complement the spirits’ shuffle to the afterlife in ceremonious display with arrangements of grace and style.  

    College of Mourning Features

                           
    Bard Level Feature
    3rd Mourning Glory, Grief Note
    6th Dirge of the Departed
    14th Dread Parade
     

    Mourning Glory

    When you join the College of Mourning at 3rd level, you learn the spare the dying cantrip. You also gain proficiency in the Medicine and Religion skills.  

    Grief Note

    Also at 3rd level, when a creature you can see within 60 feet, including you, deals damage to a target other than itself, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the number on the die to the damage of the attack. The creature also regains hit points equal to the number on the die.  

    Dirge of the Departed

    At 6th level, you can use your action to sing a yearning song of remembrance. Each undead within 30 feet of you that can hear you must make a successful Wisdom saving throw or become incapacitated for 1 minute or until it takes any damage as it weeps for those it left behind. Creatures that have advantage on saving throws to resist being turned also have advantage on this save.   Once you use this feature, you can't use it again until you finish a long rest.  

    Dread Parade

    At 14th level, you can summon a ghostly procession of minstrel spirits of yesteryear. You lead a number of spectral troubadours equal to your Charisma modifier (minimum of 1) that march in a tight formation behind you for 1 minute, whose music gives pause those would do you harm.   At the start of each of your turns, each creature of your choice within 60 feet must succeed on a Wisdom saving throw or take 1d4 psychic damage for each minstrel you summon, and has disadvantage on their next attack roll.   Once you use this feature, you can’t use it again until you finish a long rest.
      College of Swords

    College of Swords

    Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.   Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.   Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.  

    College of Swords Features

                           
    Bard Level Feature
    3rd Bonus Proficiencies, Fighting Style, Blade Flourish
    6th Extra Attack
    14th Master's Flourish
     

    Bonus Proficiencies

    When you join the College of Swords 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 spellcasting focus for your bard spells.  

    Fighting Style

    At 3rd level, you adopt a style of fighting as your specialty. 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, you learn to perform impressive displays of martial prowess and speed.   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

    College of Valor

    Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn’t pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.  

    Bonus Proficiencies

    When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.  

    Combat Inspiration

    Also at 3rd level, you learn to inspire others in battle. 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, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.
      College of Whispers

    College of Whispers

    Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.   Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard’s reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.  

    College of Whispers Features

                           
    Bard Level Feature
    3rd Psychic Blades, Words of Terror
    6th Mantle of Whispers
    14th Shadow Lore
     

    Psychic Blades

    When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature’s mind.   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, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.   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, you gain the ability to adopt a humanoid’s persona. 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, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.   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.

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    Player's Handbook p31

    Human (Variant)

    ability score increase: Choose any two unique +1
    age: Humans reach adulthood in their late teens and live less than a century.
    alignment: Humans tend toward no particular alignment. The best and the worst are found among them.
    Size: Medium
    speed: 30ft
    Languages: You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
    race features:
    Skill. You gain proficiency in one skill of your choice.

    Feat. You gain one feat of your choice.

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    Level 0 Spells

    SRD

    Mending

    0-level (Cantrip) Transmutation

    Casting Time: 1 minute
    Range/Area: touch
    Components: VSM
    Materials: Two loadstones, or focus
    Duration: Instantaneous
    This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
    This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
    Available for: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

    SRD

    Thunderclap

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: 5 feet
    Components: S
    Duration: instantanheous
    You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 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).
    Available for: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard

    Player's Handbook p285

    Vicious Mockery

    0-level (Cantrip) Enchantment

    Casting Time: 1 Action
    Range/Area: 60ft
    Components: V
    Duration: Instantaneous

    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 ).

    Available for: Bard

    Level 1 Spells

    SRD

    Charm Person

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: VS
    Duration: 1 hour
    You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
    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. The creatures must be within 30 feet of each other when you target them.
    Available for: Bard, Druid, Sorcerer, Warlock, Wizard

    SRD

    Comprehend Languages

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: self
    Components: VSM
    Materials: A pinch of soot and salt, or focus
    Duration: 1 hour
    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
    Available for: Bard, Sorcerer, Warlock, Wizard

    PHB: P. 230

    Cure Wounds

    1-level Evocation

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: Instantaneous
    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.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

    SRD

    Healing Word

    1-level Evocation

    Casting Time: 1 bonus action
    Range/Area: 60 feet
    Components: V
    Duration: instantaneous
    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.
    Available for: Bard, Cleric, Druid

    Hideous Laughter

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: 30ft
    Components: Verbal, Somatic, Material
    Materials: tiny tarts and a feather that is waved in the air
    Duration: Concentration, 1 minute
    A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.   At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
    Available for: Bard, Wizard

    Level 2 Spells

    SRD

    Calm Emotions

    2-level Enchantment

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: VS
    Duration: Concentration, up to 1 minute
    You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
    Available for: Bard, Cleric

    SRD

    Suggestion

    2-level Enchantment

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: VM
    Materials: A snake's tongue and either a bit of honeycomb or a drop of sweet oil, or focus
    Duration: Concentration, up to 8 hours
    You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
    The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
    You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.
    If you or any of your companions damage the target, the spell ends.
    Available for: Bard, Sorcerer, Warlock, Wizard

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