+4 | Expertise Bonus | |
+2 | Proficiency Bonus | |
+1 | Jack of all Trades |
-1 | Strength | |
+5 | Dexterity | |
+6 | Constitution | |
+0 | Intelligence | |
+3 | Wisdom | |
+7 | Charisma |
+4 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+0 | Athletics | STR | |
+6 | Deception | CHA | |
+1 | History | INT | |
+2 | Insight | WIS | |
+9 | Intimidation | CHA | |
+1 | Investigation | INT |
+2 | Medicine | WIS | |
+1 | Nature | INT | |
+3 | Perception | WIS | |
+7 | Performance | CHA | |
+9 | Persuasion | CHA | |
+1 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+5 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Hand Crossbow | +1 | STR | 1d6-1 | piercing | |
Ammunition (range 30/120), light, loading | |||||
Shortsword | +1 | STR | 1d6-1 | piercing | |
Finesse, Light | |||||
Rapier | +1 | STR | 1d8-1 | piercing | |
Finesse |
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Light Armor Common
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 12 + Dex Modifier |
Cost: 45 gp Weight: 13 lb
DnD 5e SRD SRD
Melee Weapon Finesse, Light Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Piercing | Finesse, Light |
Cost: 10 gp Weight: 2 lb
DnD 5e SRD SRD
Melee Weapon Finesse Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 | Piercing | Finesse |
Cost: 25 gp Weight: 2 lb
DnD 5e SRD SRD
Ranged Weapon Ammunition, Light, Loading Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Piercing | 30/120 ft | Ammunition, Light, Loading |
Cost: 75 gp Weight: 3 lb
Dnd 5e SRD
Adventuring Gear Common
Includes: • a Backpack • a Bedroll • 2 costumes • 5 candles • 5 days of Rations • a Waterskin • a Disguise Kit.
Wondrous Item
Bards wielding an Instrument of the Bards had their charming abilities greatly amplified by their magic.
All Instruments of the Bards had the capability of storing spells. Besides the specific spells that each individual instrument could hold, a bard playing any one such instrument could invoke the spells Fly, Invisibility, Levitate, and Protection from Evil and Good, once a day, until the next dawn.
Uncommon (this item requires attunement) [Bard only]
The Instruments of the Bards were magical masterwork musical instruments that were extremely effective in the hands of bards.
They were in every way superior to their ordinary counterparts. Their powers could only be effectively used by bards, and in fact any non-bard that attempted to use one of these instruments ran the risk of injury.
The first of the Instruments of the Bards were created by a legendary bard in the Moonshae Isles named Falataer. He used the instruments to test and reward the students of each of the seven levels of his bardic college, which came to be regarded individually as legendary bard colleges in their own right.
These seven elder bardic colleges were all attended by an aspiring bard who wished to achieve the rank of master bard, traditionally in the following order: Fochlucan, Mac-Fuirmidh, Doss, Canaith, Cli, Anstruth, and Ollamh. This tradition was abandoned once these bardic colleges declined. However, starting from 1366 DR, some bards were attempting to restore this ancient tradition and the Colleges of Fochlucan and a revived New Olamn had been established and resumed their activities.
Over time, other bards copied the original designs, while retaining the original names in Falataer's honor.
Instrument | Rarity | Abilities | Additional Spells |
---|---|---|---|
Anstruth harp | Very Rare | Magical harps capable of controlling elements and healing, among other magical powers. | Control Weather, Cure Wounds, Wall of Thorns |
Canaith mandolin | Rare | Magical mandolins that had healing powers and provided protection from lightning, among other magical powers. | Cure Wounds, Dispel Magic, Protection from Energy - Lightening only |
Cli lyre | Rare | Magical lyres that held protective spells, as well as other magical powers. | Stone Shape, Wall of Fire, Wind Wall |
Doss lute | Uncommon | Superior magical lutes, capable of channeling nature-based and healing spells when played. | Animal Friendship, Protection from Energy - Fire only, Protection from Poison |
Fochlucan bandore | Uncommon | Magical bandores that contained nature-based magic, as well as other magical powers. | Entangle, Faerie Fire, Shillelagh, , Cure Wounds, Fog Cloud |
Ollamh harp | Legendary | These extremely powerful magical harps could control the weather and the minds of listeners, among other magical powers. | Confusion, Control Weather, Fire Storm |
The statblocks of your class features
You start with the following equipment in addition to the equipment you get from your background (a) a rapier, or (b) a longsword, or (c)and simple weapon (a) a diplomats pack or (b) an entertainers pack (a) a lute or (b) any other musical instrument leather armour and a dagger
You have learnt 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.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
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).
Saving Throw | Wisdom |
---|---|
1d8 | Psychic Damage |
0-level (Cantrip) Abjuration
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
PHB
1-level Evocation
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
1d4+SpellcastingAbilityModifier | Healing |
---|
PHB
1-level Enchantment
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.
Saving Throw | Wisdom |
---|---|
Roll: 3d6 | Psychic Damage |
D&D 5e PHB Page 221
1-level Enchantment
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.
Player's Handbook
1-level Enchantment
A willing creature you touch is imbued with bravery.
Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
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.
2-level Illusion
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs. The phantasm includes sound, temperature, and other stimuli, also evident only to the creature. The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall — it was pushed, it slipped, or a strong wind might have knocked it off. An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
Player's Handbook
2-level Enchantment
You weave distracting magic into your speech, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. The words you speak do not reveal that you are casting a spell. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target is Distracted and has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
Statblocks for your Trinkets, businesses, building, castles, empires.