+0 | Strength |
+5 | Dexterity |
+0 | Constitution |
+0 | Intelligence |
+0 | Wisdom |
+8 | Charisma |
+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 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
World of Noordhland
Instrument
Rare Conjuration
Cost: 5000gp
Weight: 7lbs
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 Benefit | Effect |
---|---|
Raven's Blessing | Gives advantage on all Dex rolls |
DnD 5e SRD SRD
Melee Weapon Finesse Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 | Piercing | Finesse |
Cost: 25 gp Weight: 2 lb
Dungeon Master's Guide
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
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
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.
• (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
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
Statblocks for your familiars, mounts etc.
Claws. Melee Weapon Attack: +6 to hit, reach 5ft., one creature.
Hit: 13 (2d8+4) slashing damage
The lava lakes of the Arazhi volcanoes.
Statblocks for race/species of the character.
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.
Statblocks for your spells.
PHB pg. 259
0-level (Cantrip) Transmutation
PHB pg. 267
0-level (Cantrip) Transmutation
PHB pg. 285
0-level (Cantrip) Enchantment
PHB: P. 216
1-level Enchantment
PHB: P. 234
1-level Enchantment
PHB: P. 252
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerPHB: P. 239
1-level Evocation
PHB: P. 251
2-level Enchantment
PHB: P. 279
2-level Enchantment
PHB: P. 218
3-level Abjuration
PHB: P. 234
3-level Abjuration
PHB: P. 283
3-level Divination
PHB: P. 233
4-level Conjuration
PHB: P. 246
4-level Illusion
Statblocks for your Trinkets, businesses, building, castles, empires.
DnD 5e SRD
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
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 Varies
A scroll of pedigree proves a character's noble lineage.
Dnd 5e SRD
Adventuring Gear Common
Includes: • a Backpack • a Bedroll • 2 costumes • 5 candles • 5 days of Rations • a Waterskin • a Disguise Kit.
Instrument
Common
A traditional instrument, mainly played by bards from the rural mountains.
Cost: 5sp
Weight: 5lb