Medium Goliath, Divine Soul Sorcerer, Eloquence Bard, Outlander, Chief, Chaotic Neutral
Spellcasting. An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. You have learned 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. Charisma is your spellcasting ability for your sorcerer & bard spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer or bard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier = 17 Spell attack modifier = your proficiency bonus + your Charisma modifier = +9 Spellcasting Focus. You can use an arcane focus as a spellcasting focus for your sorcerer spells. You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells. Cantrips. Booming Blade, Prestidigitation, Message, Guidance, Thaumaturgy, Fire Bolt, Light 1st Level (4). Bane, Chaos Bolt, Feather Fall, Shield, Dissonant Whispers, Faerie Fire, Tasha's Hideous Laughter, Silvery Barbs 2nd Level (3). Heat Metal, Skywrite, Prayer of Healing, Spiritual Weapon, Hold Person, 3rd Level (3). Counterspell, Thunder Step 4th Level (3). Raulothim's Psychic Lance, Banishment 5th Level (2). Teleportation Circle 6th Level (1).
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Mountain Born. You naturally acclimate to high altitudes, even if you’ve never been to one. This includes elevations above 20,000 feet. Sorcery Points. You have 9 sorcery points. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level. Metamagic. You gain the ability to twist your spells to suit your needs. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Staff of Charming. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.
Bardic Inspiration. 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 5 times. You regain any expended uses when you finish a long rest. Magical Inspiration. If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost. Unsettling Words. You can spin words laced with magic that unsettle a creature and cause it to doubt itself. 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.
Stone's Endurance. You can supernaturally draw on unyielding stone to shrug off harm. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.