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Rogue | Bard

Bard 1 Class & Level
Background
Race
Alignment

Strength 8
-1
Dexterity 16
+3
constitution 14
+2
intelligence 10
+0
wisdom 10
+0
charisma 16
+3
Total Hit Dice 1
Hit Die
1d8+2
+2 proficiency bonus
-1 Strength
+5 Dexterity
+2 Constitution
+2 Intelligence
+0 Wisdom
+3 Charisma
saving throws
+5 Acrobatics
+0 Animal Handling
+0 Arcana
-1 Athletics
+3 Deception
+0 History
+2 Insight
+3 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+0 Perception
+5 Performance
+3 Persuasion
+0 Religion
+5 Sleight of Hands
+5 Stealth
+0 Survival
skills ARMOR: Light Armor, +(3b) medium armor WEAPONS: Crossbow, Longsword, Rapier, Shortsword, Simple Weapons, +(3b) scimitar TOOLS: Herbalism Kit || Flute | Thieves' Tools LANGUAGES: Common | Thieves’ Cant   **+1 prof when multiclassing proficiencies

 
14
Armor Class
10
Hit Points
+3
Initiative
30 ft
Speed
CHAR LVLArmaAtaqueHPsTipo
1Shorts word 1d20+5 1d6+3 slash
/1Crossbow 1d20+5 1d8+3 pier
-ROGUE-
1Sneak Attack 1d6
2Cunning Action
3Skirmisher
-BARD-
1Bardic Inspiration 1d6
2Song of Rest 1d6
3Blade Flourish 1d6
6Countercharm
- SPELLS -
BARD LVLCANTRIPS
1 Vicious Mockerywis 1d4 psy
1Dancing Lights
LVL 1 SPELLS
1 Charm Personwis, adv fight
1 Cure Wounds 1d8+3
1Tasha's Hideous Laughterwis
1 Healing Word 1d4+3
Attacks
(features and traits)

Rogue (Scout) - 3 to get 9th level spells, 4 to get the ability score
Bard (College of Swords) - Lvl X

SENSES
Passive Perception: 13
Passive Investigation: 10
Passive Insight: 11

SURVIVALIST
When you choose this archetype at 3rd rogue level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Spellcasting
(equipment)

Armadura ligera de cuero
Shortsword

-ROGUE START-
Crossbow, con 20 flechas
Burglar's pack (mochila, bolsa de 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 clavijas para escalar, hooded lantern, 2 flasks of oil, 5 days rations, caja de cerillas, bolsa de agua, 50 feet of Hempen rope)
2 daggers

-BARD START- (one less skill proficiency)
Flute
1 dagger
Entertainer's pack (mochila, bedroll, 2 costumes, 5 candles, 5 days of rations, waterskin, disguise kit)

Personality Traits
Spell slots leveling: Spell Slots
Ideals
JACK OF ALL TRADES
At 2nd bard level, you add half your proficiency bonus, rounded down, to any ability check you're not proficient in.

FIGHTING STYLE: DUELIST
At 3rd bard level, you can use a simple or martial weapon as a spellcasting focus for bard spells.
When you are wielding a melee weapon in one hand and no other weapons, you gain +2 to damage rolls.

EXTRA ATTACK
At 6th bard level, you can attack twice whenever you take the Attack action on your turn.

MAGICAL SECRETS
At 10th/14th bard level, you add two spells you can cast from any class and they become Bard spells for you.
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

[block: FEAUTRE;

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.
]
[block: EQUIPMENT; Herbalism kit // 15 gp // portfolio of pressed flowers // common clothes FEATS;]

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

[block: 2/5; Human]
[block: 3; Changeling]
[block: Any; Half-Elf]
[block: 3; Tiefling (Glasya)]
[block: 3; Genasi (Air)]
[block: 5/2; Elf (Eladrin / less optimal but ok Sea/Shadar-Kai)]
[block: 2; Aasimar (Scourge)]
[block: 3/2; Kalashtar]
[block: 2; Yuan-Ti]
[block:   CHOSEN;

Tiefling

Ability Score Increase +2 Cha, +1 Wis (Fierna)/+1 Dex (Glasya)/+1 Int (Asmodeus/Mammon/Winged)
Size Medium
Speed 30 ft

Age. Tieflings mature at the same rate as humans but live a few years longer.   Darkvision. 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 gray   Hellish Resistance. You have resistance to fire damage.

Bloodline of Fierna

Legacy of Phlegethos. You know the Friends cantrip. Once you reach 3rd level, you can cast the Charm Person spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Suggestion spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.   LVL | - SPELLS - | CANTRIPS 1 | Friends | LVL 1 SPELLS 3 | Charm Person at 2nd lvl | wis, adv fight | LVL 2 SPELLS 5 | Suggestion | wis

Bloodline of Glasya

Legacy of Malbolge. You know the Minor Illusion cantrip. Once you reach 3rd level, you can cast the Disguise Self spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Invisibility spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.   LVL | - SPELLS - | CANTRIPS 1 | Minor Illusion | inv check | LVL 1 SPELLS 3 | Disguise Self at 2nd lvl | inv check | LVL 2 SPELLS 5 | Invisibility at 3rd lvl  

Bloodline of Asmodeus

  Infernal Legacy. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.   LVL | - SPELLS - | CANTRIPS 1 | Thaumaturgy | LVL 1 SPELLS 3 | Hellish Rebuke at 2nd lvl | dex, half | 3d10 | LVL 2 SPELLS 5 | Darkness

Bloodline of Mammon

  Legacy of Minauros. You know the Mage Hand cantrip. Once you reach 3rd level, you can cast the Tenser's Floating Disk spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Arcane Lock spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.   LVL | - SPELLS - | CANTRIPS 1 | Mage Hand | LVL 1 SPELLS 3 | Tenser's Floating Disk at 2nd lvl | LVL 2 SPELLS 5 | Arcane Lock

Winged Bloodline

  Winged. You have bat-like wings sprouting from your shoulders. You have a flying speed of 30 feet while you aren’t wearing heavy armor.

Languages. Common, Infernal

]
[block: (languages]

Statblocks for companions, followers and other allies.

[block:

Cassie campaña André

Nacida de la unión ilegítima entre Lavinia Džugi y un hombre de familia noble, Cassie creció que su padre estaba muerto por mucho tiempo, sólo sabía su nombre y que había sido, según su madre, un buen hombre. En realidad, Lavinia había huído con el circo tras quedar embarazada y ser amenazada por la familia de él, quien nunca supo de la bebé. Para asegurarse de la supervivencia de ambas, Lavinia hizo un trato con Glasya, lo cuál también fue lo que causó que su hija fuera una tiefling y no una humana como ella. Cassie creció en el circo, aprendiendo sobre hiebras de la chamana, la flauta por su madre, y a utilizar una espada.
]

Statblocks for your spells.

Level 0 Spells

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 ft
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.   You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.   The hand can't attack, activate magic items, or carry more than 10 pounds.  

If cast as Arcane Trickster:

  You can make the spectral hand invisible, and you can perform the following additional tasks with it: • You can stow one object the hand is holding in a container worn or carried by another creature.   • You can retrieve an object in a container worn or carried by another creature.   • You can use thieves' tools to pick locks and disarm traps at range.   You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.   In addition, you can use the bonus action granted by your Cunning Action to control the hand.   Versatile Trickster: At 13th level, you gain the ability to distract targets with your Mage Hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30 ft (5 ft square)
Components: S, M
Materials: un poco de lana
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.   If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Level 1 Spells

Faerie Fire

1-level Evocation

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Minute
Components V

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Class(es): Artificer, Bard, Druid, Cleric (Light Domain), Warlock (The Archfey)

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

viera.

Statblock Type

Character Sheet (Legacy)

Link/Embed