5th Edition Character Sheet
Skills
• Bard Tool Proficiencies (Level 1): Three musical instruments of your choice
• Bardic Inspiration (Level 1): 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 Trades (Level 2): 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 (Level 2) : 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.
• Bard Expertise (Level 3): 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.
• Font Of Inspiration (Level 5): 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 (Level 6): 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).
• Magical Secrets (Level 10): By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines.
Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
Triton Features
• Amphibious: You can breathe air and water.
• Choose One Language: Choose to learn one language of your choice.
• Darkvision: You have superior vision in dark and dim conditions. 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 grey.
• Emissary of the Sea : You can communicate simple ideas to any Beast, Elemental, or Monstrosity that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.
• Guardian of the Depths: Adapted to the frigid ocean
depths, you have resistance to cold damage.
• Humanoid Creature Type : You are a Humanoid.
• Lineage Ability Scores: When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
Your class's "Quick Build" section offers suggestions on which scores to increase. You're free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
If you are replacing your race with a lineage, replace any Ability Score Increase you previously had with these.
• Control Air and Water (Level 1): You can cast fog cloud with this trait. Starting at 3rd level, you can cast the gust of wind spell with this trait. Starting at 5th level, you can also cast the water walk spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Entertainer Features
• By Popular Demand: You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
• Choose One Musical Instrument Proficiency: Choose one musical instrument tool proficiency of your choice.
• Entertainer Routines: A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer.
d10 Entertainer Routine
1. Actor
2. Dancer
3. Fire-eater
4. Jester
5. Juggler
6. Instrumentalist
7. Poet
8. Singer
9. Storyteller
10. Tumbler
• Entertainer Tool Proficiencies: You are proficient with the following tools: Disguise kit
• Bard Tool Proficiencies (Level 1): Three musical instruments of your choice
• Bardic Inspiration (Level 1): 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 Trades (Level 2): 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 (Level 2) : 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.
• Bard Expertise (Level 3): 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.
• Font Of Inspiration (Level 5): 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 (Level 6): 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).
• Magical Secrets (Level 10): By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines.
Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
Triton Features
• Amphibious: You can breathe air and water.
• Choose One Language: Choose to learn one language of your choice.
• Darkvision: You have superior vision in dark and dim conditions. 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 grey.
• Emissary of the Sea : You can communicate simple ideas to any Beast, Elemental, or Monstrosity that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.
• Guardian of the Depths: Adapted to the frigid ocean
depths, you have resistance to cold damage.
• Humanoid Creature Type : You are a Humanoid.
• Lineage Ability Scores: When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
Your class's "Quick Build" section offers suggestions on which scores to increase. You're free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
If you are replacing your race with a lineage, replace any Ability Score Increase you previously had with these.
• Control Air and Water (Level 1): You can cast fog cloud with this trait. Starting at 3rd level, you can cast the gust of wind spell with this trait. Starting at 5th level, you can also cast the water walk spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Entertainer Features
• By Popular Demand: You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
• Choose One Musical Instrument Proficiency: Choose one musical instrument tool proficiency of your choice.
• Entertainer Routines: A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer.
[d10] Entertainer Routine
1. Actor
2. Dancer
3. Fire-eater
4. Jester
5. Juggler
6. Instrumentalist
7. Poet
8. Singer
9. Storyteller
10. Tumbler
• Entertainer Tool Proficiencies: You are proficient with the following tools: Disguise kit
Languages: Common, Draconic
Whenever I come to a new place, I collect local rumors and spread gossip.
Morgana loves being in the spotlight and is extremely dramatic. She is bold, assertive and enthusiastic. On the other hand, her mood changes quickly and she is sensitive to criticism. She fears failure and rejection. She's very competitive and hates to lose, but will save face and (try to) be a good sport.
Shout outs: Stacey, Adam Fowler, Amanda Kettles, Angelo Anderson, Appreciate Witch of Life, AstroLass, bilbens baggo, Brian Nunziato, Bryan Sheairs, Brysen Packer, Bryson Waits, Burlyfighter, Caitlin W., Christopher Allbritton, CJMAXP, Connor, Dalton Elliott, Damon Carrington, Daniel Edwards, David Schraff, Dragons With Jetpacks, Elisa Martinez, eric sun, Ezzela1891, Federica Frezza, Gordon Alexander Fallon, Gundar Wez, Iofire, Irate The Pirate, Jade Arrowood, Jake Lane, Jeremiah Walker, Jess, Joe Dalby, John Nazario, JollyGamer, Jonathan Lekse, Jordan Brazeal, Joshua David Maddox, Justin Snyder, Kerry Melton, Kevin, KFB_Patreon, KingHavok1217, Kingyo Senpai, Kyle Clark, Lisa Tucker, Liz Fontain, Lizzie, Lou Bliss, Luke P, Mario Pizzamiglio, Mark L, Matt Yates, Max Hops, Maxwell Mayer, Michael Hamilton, Millergendraft, mtnman1979@aol.com, Mx Charlie, Mylon Schroder, Nahellion, Nathan, Nicholas Zamora, Nick Soucy, Phil Mehl, Phillip P Torchia, Pythor Sen, R., Rachel Anderson, Ray Bissonnette, Remora Jewel, Robert Rich, Robert Skadsem, Ryan Flagg, SallySparrow132, Sarah Holland, Serafina Moon, Shane Andrews, ShortyMcgibble, Sik Makoyi, Siren, Stefan Gottschalk's, Steve Rosenlund, Stuart, Syn21, That Video Editor Nic, thea musing, Trev909, Vedie V, Vincent Drone, Warren Clarida, Wesley Muncy, XMrMonkyx ., Zachary Burgess-Hicks, zachary gee, Zealot23, Zee Livezey
Their contribution stands as a beacon of hope for all adventurers!

