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John

Bard 8 Class & Level
Noble Background
Adon'i Race
Lawful Good Alignment

Strength 10
+0
Dexterity 14
+2
constitution 12
+1
intelligence 8
-1
wisdom 15
+2
charisma 20
+5
Total Hit Dice 8
Hit Die
1d8+1
+3 proficiency bonus
+0 Strength
+5 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+8 Charisma
saving throws
+2 Acrobatics
+2 Animal Handling
-1 Arcana
+0 Athletics
+11 Deception
+2 History
+2 Insight
+8 Intimidation
-1 Investigation
+2 Medicine
-1 Nature
+5 Perception
+11 Performance
+11 Persuasion
-1 Religion
+2 Sleight of Hands
+2 Stealth
+2 Survival
skills Expertise Persuasion Performance and Deception proficiencies

 
16
Armor Class
56
Hit Points
+2
Initiative
25
Speed
Attacks
Gaming set
Three musical instruments
Light armor
Riding
Glassblower's tools
All Simple Weapons , Hand Crossbow, Longsword, Rapier, Shortsword
Proficiences
171gp
39 Rocfjädrar
4 RocFenixFjädrar
2 RocFenixBen

Equipment
Despite my noble birth, I do not place myself above other folk. We all have the same blood.
Personality Traits
Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity.
Ideals
The common folk must see me as a hero of the people.
Bonds
I have an insatiable desire for carnal pleasures.

47345xp
Flaws
Adoni
Lågfelya
Baanitiska
Pilari
Regari
Högfelya
Dvärgiska
Noranska
Features & Traits

Heroes Enabled

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

World of Noordhland

Rocc Bag of Thunder

Instrument

Rare Conjuration


When a non-bard tries to use the item, he/she rolls a d8: On a 2-7, nothing happens
On a 1 or 8: it deals 1d8 psychic and 4d8 lightning damage to the wielder.   If you're attuned (as bard) and you touch it, two floating disks (like those from floating disk spell) containing two sound-amplifiers spawn within 5 ft. from you.
You can use your bonus action to move both disks (within a range of 10ft. of you) mentally.
You can also rotate them to face your opponents.   The Rocc Bag of Thunder has 7 charges and regains 1d6 + 1 charges daily at dawn.
As an action, you can cast the thunderwave spell from the guitar spending at least 1 charge. The level of the spell equals the amount of charges you spend.
As action, you can spend 5 charges to use its Sound Wave ability. Sound Wave. Both amplifiers emit an huge soundwave (this ability has no effect on constructs or deafened creatures).
All creatures withing a 100-feet cone (starting from the disks) must make a DC (8 + your Charisma modifier) Constitution saving throw to take half of the 6d10 thunder damage and not be deafened for 24 hours or until their hearing is restored with a lesser restoration or better spell.

Cost: 5000gp
Weight: 7lbs

Raven Feather Cloak

Adventuring Gear Cloak Rare (this item requires attunement)

Jet black cloak with an Electrum clasp and raven feathers along the collar.

Weight: 2 lb


 

Attunement BenefitEffect
Raven's BlessingGives advantage on all Dex rolls

DnD 5e SRD SRD

Rapier

Melee Weapon Finesse Common

Type Damage Damage Range Properties
Martial 1d8 Piercing Finesse

Cost: 25 gp Weight: 2 lb


 

Dungeon Master's Guide

Ring of Mind Shielding

Ring Magical Uncommon (this item requires attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.

Cost: 101 - 500gp


 

DnD 5e SRD SRD

Crossbow, hand

Ranged Weapon Ammunition, Light, Loading Common

Type Damage Damage Range Properties
Martial 1d6 Piercing 30/120 ft Ammunition, Light, Loading

Cost: 75 gp Weight: 3 lb


 

The statblocks of your class features

Bard, College of Glamour


Hit Points

Hit Dice: d8 per Bard, College of Glamour level
Hit Points at first Level: 8 + CON mod
Hit Points at Higher Levels: 1d8+ CON mod

Proficiences

Armor: Light Armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: DEX, CHA
Skills: Choose any three

Class Features

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 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 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 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 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 College At 3rd level, you delve into the advanced techniques of a bard college of your choice. Your choice grants you features at 3rd level and again at 6th and 14th level.   Expertise At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either o f the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.   Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability s cores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Font of Inspiration Beginning when you reach 5th level, you regain all of your expended uses o f Bardic Inspiration when you finish a short or long rest.   Countercharm At 6th level, you gain the ability to use musical notes or words o f power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end o f your next turn. During that time, you and any friendly creatures within 30 feet o f 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 By 10th level, you have plundered magical knowledge from a w ide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be o f a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional spells from any class at 14th level and again at 18th level.   Superior Inspiration At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.


Starting Equipment

• (a) a rapier, (b) a longsword, or (c) any simple weapon • (a) a diplomat’s pack or (b) an entertainer's pack • (a) a lute or (b) any other musical instrument • Leather armor and a dagger


Spellcasting

Cantrips You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.   Spell Slots The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot o f the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.   Spells Known of 1st Level and Higher You know four 1st-level spells of your choice from the bard spell list. The Spells Known column of the Bard table shows when you learn more bard spells o f your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.   Spellcasting Ability Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance o f your music or oration. 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 bard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier   Ritual Casting You can cast any bard spell you know as a ritual if that spell has the ritual tag.   Spellcasting Focus You can use a musical instrument as a spellcasting focus for your bard spells


Subclass Options

College of Glamour

  Mantle of Inspiration When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed. 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. The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.   Enthralling Performance Starting at 3rd level, you can charge your performance with seductive, fey magic. 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.   Mantle of Majesty At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot. Any creature charmed by you automatically fails its saving throw against the command you cast with this feature. Once you use this feature, you can’t use it again until you finish a long rest.   Unbreakable Majesty At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce. In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn. Once you assume this majestic presence, you can’t do so again until you finish a short or long rest.
 

Statblocks for your familiars, mounts etc.

Arazhi Salamander CR: 4

Medium beast, dragon, elemental, any
Armor Class: 17
Hit Points: 104
Speed: 45 ft , swim: 45 ft , climb: 45 ft

STR

10 +0

DEX

18 +4

CON

18 +4

INT

8 -1

WIS

14 +2

CHA

8 -1

Skills: Camouflage. The Salamander has advantage on Dexterity (Stealth) checks made to hide in terrain.

Amphibious. The Arazhi Salamander can breathe air, water and lava.
Damage Vulnerabilities: Cold
Damage Immunities: Fire
Senses: Darkvision 60ft.
passive Perception 12
Challenge Rating: 4

Actions

Claws. Melee Weapon Attack: +6 to hit, reach 5ft., one creature.
Hit: 13 (2d8+4) slashing damage

Suggested Environments

The lava lakes of the Arazhi volcanoes.

Statblocks for race/species of the character.

Adon'i

Ability Score Increase +1 Cha, +2 Wis
Size Small
Speed 25

Harsh Haggler: Gain Advantage on all Persuasion rolls
Hunters senses - Advantage on all perception rolls
Charisma Saving Throws are Proficient.
Proficiency: Persuasion, Deception. Weapons: All Simple Weapons, Light armor
Blind-sense 10'

Languages. Adonian

Statblocks for companions, followers and other allies.

[block: Circle of Bards renown 3 Coronkai renown 4]

Statblocks for your spells.

Level 0 Spells

PHB pg. 259

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 Minute
Range/Area: Touch
Components: V, S, M
Materials: Two lodestones
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but can't restore magic to such an object.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

PHB pg. 267

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 Action
Range/Area: 10 Feet
Components: V, S
Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusionary image that can fit in you hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB pg. 285

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time: 1 Action
Range/Area: 60 Feet
Components: V
Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At higher levels: This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 15th level (4d4).
Available for: Bard

Level 1 Spells

PHB: P. 216

Bane

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: A drop of blood
Duration: Concentration, concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Bard, Cleric

PHB: P. 234

Dissonant Whispers

1-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction , if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
Available for: Bard

PHB: P. 252

Identify

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: a pearl worth at least 100 gp and an owl feather
Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
  If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Available for: Artificer, Bard, Wizard

PHB: P. 239

Faerie Fire

1-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Concentration, Concentration, up to 1 minute

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.
Available for: Artificer, Bard, Druid

Level 2 Spells

PHB: P. 251

Hold Person

2-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a small, straight piece of iron
Duration: Concentration, Concentration, up to 1 minute
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Available for: Bard, Cleric, Druid, Paladin (Conquest), Sorcerer, Warlock, Wizard

PHB: P. 279

Suggestion

2-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: V, M
Materials: a snake’s tongue and either a bit of honeycomb or a drop of sweet oil
Duration: Concentration, Concentration, up to 8 hours

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t preformed.
If you or any of your companions damage the target, the spell ends.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 3 Spells

PHB: P. 218

Bestow Curse

3-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, Concentration, up to 1 minute
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. While cursed, the target has disadvantage on attack rolls against you. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.
At higher levels: If you cast this spell using a spell slot of 4th level or higher, the Duration is Concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the Duration is 8 hours. If you use a spell slot of 7th level or higher, the Duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a Duration that doesn't require Concentration.
Available for: Bard, Cleric, Wizard

PHB: P. 234

Dispel Magic

3-level Abjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard

PHB: P. 283

Tongues

3-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, M
Materials: a small clay model of a ziggurat
Duration: 1 hour
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Level 4 Spells

PHB: P. 233

Dimension Door

4-level Conjuration

Casting Time: 1 action
Range/Area: 500 feet
Components: V
Duration: Instantaneous
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.”   You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB: P. 246

Greater Invisibility

4-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.
Available for: Artificer (Armorer), Bard, Sorcerer, Wizard

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

DnD 5e SRD

Clothes, Fine

Adventuring Gear Common

This set of clothes is designed specifically to be expensive and to show it, including fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Precious metals and gems could be worked into the clothing.

Cost: 15gp Weight: 6lb


 

D

Signet Ring

Adventuring Gear Common

Each signet ring has a distinctive design carved into it. When you press this ring into warm sealing wax, you leave an identifying mark.

Cost: 5gp Weight: --


 

PHB 127

Scroll of Pedigree

Scroll Varies

A scroll of pedigree proves a character's noble lineage.


 

Dnd 5e SRD

Entertainer's Pack

Adventuring Gear Common

Includes: • a Backpack • a Bedroll • 2 costumes • 5 candles • 5 days of Rations • a Waterskin • a Disguise Kit.


 

Bagpipe

Instrument

Common

A traditional instrument, mainly played by bards from the rural mountains.

Cost: 5sp
Weight: 5lb


Created by

Zenoxer.

Statblock Type

Character Sheet (Legacy)

Link/Embed