|+1||Jack of all Trades|
|+3||Sleight of Hand||DEX|
|Weapon / Attack||AB||Abi||Dmg||Dmg Type|
|Ammunition, range (80/320), loading, two-handed|
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e PHB
|Type||AC||STR Req.||Stealth Dis.|
|Light||12 + Dex modifier||No|
Weight: 13 lb
DnD 5e PHB
CommonAmmunition, Loading, Two-Handed
|Simple Ranged||1d8||Piercing||80/320 ft|
Weight: 5 lb
The statblocks of your 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||-||-||-||-||-||-|
|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||-||-||-||-|
|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|
|19th||+6||Ability Score Improvement||4||22||4||3||3||3||3||2||1||1||1|
|3rd||Mantle of Inspiration, Enthralling Performance|
|6th||Mantle of Majesty|
|3rd||Mourning Glory, Grief Note|
|6th||Dirge of the Departed|
|3rd||Bonus Proficiencies, Fighting Style, Blade Flourish|
|3rd||Psychic Blades, Words of Terror|
|6th||Mantle of Whispers|
You have honed your proficiency with particular skills, granting you the following benefits:
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) Transmutation
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
0-level (Cantrip) Enchantment
You unleash a string of insults laved 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 1d8 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 increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Player's Handbook p256
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.
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.
|Roll: 3d6||Psychic Damage|
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
Player's Handbook, SRD, Basic Rules
Statblocks for your Trinkets, businesses, building, castles, empires.