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Johnson Johnson

sprite Quick wind Race
Majital Origin
Bard jester 2 Class & Level
Alignment
Deity
Arcane Student Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 14
+2
constitution 10
+0
intelligence 12
+1
wisdom 11
+0
charisma 18
+4
Total Hit Dice
Hit Die
1d+0
+2 proficiency bonus
+0 Strength
+4 Dexterity
+0 Constitution
+1 Intelligence
+0 Wisdom
+6 Charisma
saving throws
+3 Acrobatics
+1 Animal Handling
+3 Arcana
+1 Athletics
+5 Deception
+2 History
+1 Insight
+5 Intimidation
+3 Investigation
+2 Martial
+1 Medicine
+2 Nature
+1 Perception
+6 Performance
+5 Persuasion
+2 Religion
+3 Sleight of Hands
+3 Stealth
+1 Survival
skills

 

MV

Prestige

Attunement Slots
13
Armor Class
-2
Hit Points
+3
Initiative
50ft
Speed
Attacks
Performance
Arcana
Acrobatics
perseption
martial
Proficiences
0:
Message

Vicious Mockery

Fire Bolt
1:
Bane

Detect Magic

Healing Word

tasha#s hideous laughter

Sleep
Spellcasting
Flute
Violin
Guitar

Shortbow
backpack, a Bedroll, 2 costumes 5 candles
5 days of ration a waterskin and disguise kit

leather armor and a dagger
Equipment
Arcane Student
Faction
Specialist
Stat Array
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 Trade: 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.

Dark visiom

Laughing Mad. You are immune to the Confusion spell and forms of madness that are not fey in origin.

Quick Wing. Your wings are fast moving and look similar to those of a dragonfly. Your flying speed increases to 50 feet

Languages. You can speak, read, and write Common and Sylvan
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

oppaideisuke.

Statblock Type

Verum Character Sheet

Link/Embed