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Zylah

Yuan-Ti Pureblood Race
Dolten - Fae-Lost Origin
Bard (College of Lore) 7 Class & Level
Lawful Neutral Alignment
Wode Deity
Factionless Faction
- Rank/Position
0 Loyalty
- Company

Strength 10
+0
Dexterity 16
+3
constitution 14
+2
intelligence 12
+1
wisdom 12
+1
charisma 20
+5
Total Hit Dice 7
Hit Die
1d8+2
+3 proficiency bonus
+0 Strength
+6 Dexterity
+2 Constitution
+1 Intelligence
+1 Wisdom
+8 Charisma
saving throws
+4 Acrobatics
+2 Animal Handling
+4 Arcana
+1 Athletics
+11 Deception
+4 History
+4 Insight
+6 Intimidation
+4 Investigation
+4 Martial
+2 Medicine
+2 Nature
+4 Perception
+11 Performance
+8 Persuasion
+2 Religion
+4 Sleight of Hands
+6 Stealth
+2 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
20
Armor Class
52
Hit Points
+4
Initiative
30
Speed
+1 Rapier 1d20+7 1d8+4 piercing 1d6 fire
+1 Light Crossbow 1d20+7 1d8+4 piercing
Attacks
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Tools: Calligrapher's Supplies
Skills: Arcana, Deception, History, Insight, Investigation, Perception, Performance, Persuasion, Stealth, Survival
Languages: Common, Wicked (Abyssal), Draconic (Scale)
Proficiences
Spell DC: 16 (17 if Enchantment Spell)
Spell Attack Bonus: +8

Cantrips:
Mage Hand
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
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.

 


Poison Spray
Conjuration cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Damage: 2d12 Poison
DC: 16 Constitution Save

 


Prestidigitation
Transmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
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.

     


    Vicious Mockery
    Enchantment cantrip
    Casting Time: 1 action
    Range: 60 feet
    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.

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

    Damage: 2d4 Psychic
    DC: 17 Wisdom Save

     


    1st Lvl Spells:
    Dissonant Whispers
    1st-level enchantment
    Casting Time: 1 action
    Range: 60 feet
    Components: V
    Duration: Instantaneous
    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.

    Damage: 3d6 Psychic
    DC: 17 Wisdom Save

     


    Animal Friendship (Snakes only)
    1st-level enchantment
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a morsel of food)
    Duration: 24 hours
    This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.

    DC: 17 Wisdom Save

     


    Healing Word
    1st-level evocation
    Casting Time: 1 bonus action
    Range: 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.

    Healing: 1d4+5

     


    Sleep
    1st-level enchantment
    Casting Time: 1 action
    Range: 90 feet
    Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
    Duration: 1 minute
    This 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.

     


    Shield
    1st-level abjuration
    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range: Self
    Components: V, S
    Duration: 1 round
    An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

     


    2nd Lvl Spells:
    Enhance Ability
    2nd-level transmutation
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (fur or a feather from a beast)
    Duration: Concentration, up to 1 hour
    You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

    Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
    Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
    Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
    Eagle's Splendor. The target has advantage on Charisma checks.
    Fox's Cunning. The target has advantage on Intelligence checks.
    Owl's Wisdom. The target has advantage on Wisdom checks.

    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.

     


    Invisibility
    2nd-level illusion
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (an eyelash encased in gum arabic)
    Duration: Concentration, up to 1 hour
    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.

     


    Hold Person
    2nd-level enchantment
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (a small, straight piece of iron)
    Duration: Concentration, up to 1 minute
    Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

    DC: 17 Wisdom Save

     


    Suggestion (1/long rest)
    2nd-level enchantment
    Casting Time: 1 action
    Range: 30 feet
    Components: V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
    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.

    DC: 17 Wisdom Save

     


    3rd Lvl Spells:
    Sending
    3rd-level evocation
    Casting Time: 1 action
    Range: Unlimited
    Components: V, S, M (a short piece of fine copper wire)
    Duration: 1 round
    You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

    You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

     


    Dispel Magic
    3rd-level abjuration
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: Instantaneous
    Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

     


    Counterspell
    3rd-level abjuration
    Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
    Range: 60 feet
    Components: S
    Duration: Instantaneous
    You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

     


    Hypnotic Pattern
    3rd-level illusion
    Casting Time: 1 action
    Range: 120 feet
    Components: S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
    Duration: Concentration, up to 1 minute
    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.

    DC: 16 Wisdom Save

     


    4th Lvl Spells:
    Dimension Door
    4th-level conjuration
    Casting Time: 1 action
    Range: 500 feet
    Components: V
    Duration: Instantaneous
    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.

     


    Spellcasting
    Armor:
    Radiant Kindness (MW Badlands Tribal Armor)
    AC: 14 + Dex (max 3)
    Strength: -
    Dexterity: If you have a Dexterity score lower than 16, the base AC of this armor is lowered to 12.
    Stealth: -
    Weight: 10 lbs
    Special: You gain a +2 bonus on saving throws against curses, and to Constitution ability checks.

    Effects:
  • Your Charisma score increases by 2, up to a maximum equal to your ability score cap.
  • You are resistant against fire damage.

  •  


    Weapons:
    +1 Light Crossbow
    Type: Simple weapon, ranged weapon
    Damage: 1d8 piercing
    Properties: ammunition (80/320 ft.), loading, two-handed

     


    +1 Rapier
    Type: Martial weapon, melee weapon
    Damage: 1d8 piercing + 1d6 fire
    Properties: finesse

     


    Shield:
    +1 Shield
    AC: +3

     


    Inventory:
    1x Pan Flute
    1x Flute
    1x Lute
    2x Bandolier
    1x Leather Armor
    1x Dagger
    Diplomat's Pack
    1x chest
    2x cases for maps and scrolls
    1x set of fine clothes
    1x bottle of ink
    1x ink pen
    1x lamp
    2x flasks of oil
    5x sheets of paper
    1x vial of perfume
    1x sealing wax
    1x soap

     

    Equipment
    Factionless
    Faction
    The Mad Man
    Stat Array
    Origin:
    Dolten
    You gain a +3 bonus to saving throws vs. Fear effects.

    +1 to Wisdom

     


    Sub-origin:
    Fae-Lost
    Your spell DC for Enchantment spells is increased by 1.
    You have vulnerability to lightning damage.
    Skill Prof – Perception
    +1 to Charisma

     


    Faction:
    Factionless
    Starting as Factionless at 1st level grants 1 Tool and 1 Skill proficiency of your choice. You cannot choose a class critical tool, such as thieves' tools for rogues unless, you are of that class. If a character later becomes Factionless, this bonus is not granted.
    Tool Prof – Calligrapher's Supplies
    Skill Prof – Performance

     


    Deity:
    Wode
    Skill Prof – Stealth

     


    Racial Traits:
    Darkvision
    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.

     


    Innate Spellcasting
    You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

     


    Magic Resistance
    You have advantage on saving throws against spells and other magical effects.

     


    Poison Immunity
    You are immune to poison damage and the poisoned condition.

     


    Languages
    You can speak, read, and write Common, Abyssal, and Draconic.

     


    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.

     


    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 spellcasting 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 levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.

    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.

    You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. 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 as a spellcasting focus for your bard spells.

     


    Bard Skills
    Skill Prof – Insight
    Skill Prof – Investigation
    Skill Prof – Persuasion

     


    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 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.

     


    College of Lore Bonus Proficiency
    When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.
    Skill Prof – Arcana
    Skill Prof – History
    Skill Prof – Martial

     


    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.

     


    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.
    Skill Exp – Performance
    Skill Exp – Deception

     


    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).

     


    Additional Magic 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.
    Spell – Counterspell
    Spell – Shield

     


    Feats:
    Lvl 4 Feat – Moderately Armored
    You have trained to master the use of medium armor and shields, gaining the following benefits:
    Increase your Strength or Dexterity by 1, to a maximum of 20.
    You gain proficiency with medium armor and shields.
    +1 to Dexterity
    Exotic M. Armor Prof – Badlands Tribal Armor

     

    Class/Racial Features & Traits

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

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

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


    Created by

    Drag0n0us.

    Statblock Type

    Verum Character Sheet

    Link/Embed