5th Edition Character Sheet
Skills
| [+] | Name | Bonus | Damage / Type | Range |
|---|---|---|---|---|
| Lyre | +3 | 1d6 bludgeoning | 5 |
Mage Hand
Healing word Silvery barbsFeather fall
Detect thoughtsSuggestion
Kinetic Jaunt
Mage Hand
Healing word Silvery barbs
Feather fall
Detect thoughts
Suggestion
Kinetic Jaunt
Class
Ritual Casting: You can cast bard spells as rituals.
Spellcasting Focus: Instrument
Bardic Inspiration: Bonus action, other creature within 60 ft gains a d6 inspiration die. Within 10 minutes, can be added to a roll after the roll is made (but before outcome). Can only have 1 die at a time, usable Charisma modifier times per long rest.
Jack of All Trades: 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: 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.
Expertise: Performance, Insight
College of Glam:
Mantle of Inspiration: 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.
Enthralling Performance: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.[b]Ritual Casting:[/b] You can cast bard spells as rituals.
[b]Spellcasting Focus:[/b] Instrument
[b]Bardic Inspiration:[/b] Bonus action, other creature within 60 ft gains a [d6] inspiration die. Within 10 minutes, can be added to a roll after the roll is made (but before outcome). Can only have 1 die at a time, usable Charisma modifier times per long rest.
[b]Jack of All Trades:[/b] You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
[b]Song of Rest:[/b] 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.
[b]Expertise:[/b] Performance, Insight
[b]College of Glam:[/b]
[b]Mantle of Inspiration:[/b] 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.
[b]Enthralling Performance:[/b]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.
Languages: Common, Elvish, Dwarvish
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Their contribution stands as a beacon of hope for all adventurers!


