Skill |
Ability |
Score
|
Acrobatics |
DEX |
+4
|
Animal Handling |
WIS |
+2
|
Arcana |
INT |
0
|
Athletics |
STR |
+1
|
Deception |
CHA |
+5
|
History |
INT |
0
|
Insight |
WIS |
+4(exp)
|
Intimidation |
CHA |
+4
|
Investigation |
INT |
0
|
Medicine |
WIS |
+2
|
Nature |
INT |
0
|
Perception |
WIS |
+4
|
Performance |
CHA |
+4
|
Persuasion |
CHA |
+7(exp)
|
Religion |
INT |
0
|
Sleight of Hand |
DEX |
+4
|
Stealth |
DEX |
+5
|
Survival |
WIS |
+2
|
|
Languages
- common
- Flannary
- human bonus
Class and Background Abilities
- Light armor
- simple weapons, hand crossbows, longswords, rapiers, shortswords
- 3 instruments: drum, lute (probably a cetara), flute
- Bardic Inspiration: 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 3 (CHA bonus) times. You regain any expended uses when you finish a long rest.The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level
- Jack of All Trades: add half your proficiency bonus rounded down (+1) to any ability check you make that doesn't already include your proficiency bonus.
- Ritual Casting: You can cast any bard spell you know as a ritual if that spell has the ritual tag.
- Song of Rest: 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.
- Silver Tongue: When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10
- Unsettling Words: As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.
- Expertise (insight, persuasion)
Race Abilities
- Feat: Fey Touched - Increase your Charisma by 1. You learn the misty step spell and one 1st-level spell, command. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is Charisma
- Skill Proficiency ()
- Bonus Language (tbd)
|