Skyl
Skyl
INSPIRATION
6 PERSONALITY TRAITS
Hit Point Maximum 120
0 Strength
DEXTERITY 7 Dexterity
Freedom. Tyrants must not be allowed to
0
6 Constitution CURRENT HIT POINTS
oppress the people. (Chaotic)
4 Intelligence
4 Wisdom
10 IDEALS
12 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS
4 5 Acrobatics (Dex)
15
carry them so that I will never forget my
roots.
18 7 Animal Handling (…
7 Arcana (Int) BONDS
2
15 Deception (Cha) NAME ATK DAMAGE/TYPE
7 History (Int)
Vicious Mock… DC20 3d4 Psychic
12 Insight (Wis)
14
7 Intimidation (Cha) Varina's Virtu… DC20 2d6 radiant
FLAWS
4 Investigation (Int)
WISDOM
4 Medicine (Wis) mass cure w… 3d8+5 Healing
2 4 Nature (Int)
12 Perception (Wis)
ice storm DC20 2d8 Bludgeo… Bardic Inspiration
14 15 Performance (Cha)
Ritual Casting
mass healing… 1d4+5 Healing
Rustic Hospitality
7 Persuasion (Cha)
CHARISMA War Caster
4 Religion (Int) scorching ray +12 2d6 Fire
5 2
2
Sleight of Hand (D…
Stealth (Dex) lightning bolt DC20 8d6 Lightning
Jack of All Trades
Magical Inspiration
20 7 Survival (Wis) Bardic Versatility
ATTACKS & SPELLCASTING
SKILLS Font of Inspiration
Countercharm
10
Magical Secrets
22 PASSIVE WISDOM (PERCEPTION) CP SP EP GP PP
Spirit
1 Belt Pouch Faceless
TOOL: Land Vehicles
1 Diplomat's Pack Archmage
LANGUAGE: Common, Elvish
1 Shovel
Favorite Spell
ARMOR: Light Armor
1 Chest
WEAPON: Hand Crossbow, Longsword, Rapier, Focus (Fey)
2 Map or Scroll Case
Shortsword, Simple weapons Spell Duelist
1 Fine Clothes
Dungeoneer
OTHER PROFICIENCIES & LANGUAGES 1 Ink
Polyglot
EQUIPMENT
Song of Rest
Dragon
FEATURES & TRAITS
NAME ATK DAMAGE/TYPE Total: 5 Total:
CP SP EP GP PP
EQUIPMENT
CHARISMA 20 12
0 CANTRIPS 3 3 6 1
Charm Person
8 1
Color Spray 4 3
2 3 5 2
Calm Emotions
Dominate Person
Silence
greater restoration
Gift Of Luck
mass cure wounds
gust of wind
scrying
scorching ray
wall of stone
Hero of Fable
FEATURES & TRAITS
Bardic Inspiration Magical Inspiration Spirit
You can inspire others through stirring words or If a creature has a Bardic Inspiration die from you This white fabric mask conceals the face as a
music. To do so, you use a bonus action on your and casts a spell that restores hit points or deals funeral shroud, with two gold coins sewn over the
turn to choose one creature other than yourself damage, the creature can roll that die and choose a eyes. You become invisible if you do not speak,
within 60 feet of you who can hear you. That target affected by the spell. Add the number rolled move, or take any actions for 1 minute. You remain
creature gains one Bardic Inspiration die, a d6. as a bonus to the hit points regained or the damage invisible for up to 10 minutes or until you remove
Once within the next 10 minutes, the creature can dealt. The Bardic Inspiration die is then lost. this mask, take damage, make an attack, or cast a
roll the die and add the number rolled to one ability spell. While invisible, you can become half visible
check, attack roll, or saving throw it makes. The Bardic Versatility as a ghostly image or return to invisibility as a
creature can wait until after it rolls the d20 before Whenever you reach a level in this class that grants bonus action. Improvement. Starting at 6th level,
deciding to use the Bardic Inspiration die, but must the Ability Score Improvement feature, you can do while invisible, you levitate an inch above the
decide before the DM says whether the roll one of the following, representing a change in ground, allowing you to ignore difficult terrain and
succeeds or fails. Once the Bardic Inspiration die is focus as you use your Skills and magic: Replace make no noise while moving.
rolled, it is lost. A creature can have only one one of the Skills you chose for the Expertise feature
Bardic Inspiration die at a time. You can use this with one of your other skill Proficiencies that isn't Faceless
feature a number of times equal to your Charisma benefiting from Expertise. Replace one cantrip you Two perfectly round eyeholes stare out of this
modifier (a minimum of once). You regain any learned from this class's Spellcasting feature with otherwise featureless porcelain mask. While you
expended uses when you finish a long rest. Your another cantrip from the bard spell list. wear this mask, you can cast the spell disguise self
Bardic Inspiration die changes when you reach without expending a spell slot or material
Font of Inspiration components.
certain levels in this class. The die becomes a d8 at
Beginning when you reach 5th level, you regain all
5th level, a d10 at 10th level, and a d12 at 15th
of your expended uses of Bardic Inspiration when Archmage
level.
you finish a short or long rest. In addition, you can This clay mask bears exaggerated wrinkles and the
Ritual Casting expend a spell slot (no action required) to regain scowl of a cantankerous old man. You know the
You can cast any bard spell you know as a ritual if one expended use of Bardic Inspiration. fire bolt cantrip, as well as the spells shown on the
that spell has the ritual tag. table below. As you gain higher levels in this class,
Countercharm you know additional spells while wearing the mask.
Rustic Hospitality You can use musical notes or words of power to These spells count as bard spells for you, but don’t
Since you come from the ranks of the common disrupt mind-influencing effects. If you or a count against the total number of spells you know.
folk, you fit in among them with ease. You can find creature within 30 feet of you fails a saving throw Bard Level Spells 3rd gust of wind, scorching ray
a place to hide, rest, or recuperate among other against an effect that applies the Charmed or 5th lightning bolt, protection from energy 7th
commoners, unless you have shown yourself to be Frightened condition, you can take a Reaction to dimension door, ice storm 9th scrying, wall of stone
a danger to them. They will shield you from the law cause the save to be rerolled, and the new roll has
or anyone else searching for you, though they will Advantage. Favorite Spell
not risk their lives for you. You are so familiar with a mastered spell that you
Magical Secrets can cast it effortlessly and with aplomb. Choose a
War Caster By 10th level, you have plundered magical spell you can cast of 5th level or lower to be your
You have practiced casting spells in the midst of knowledge from a wide spectrum of disciplines. favorite spell. You can take this feat multiple times,
combat, learning techniques that grant you the Choose two spells from any class, including this choosing a different favorite spell each time. You
following benefits: You have advantage on one. A spell you choose must be of a level you can gain the following benefits: When you cast your
Constitution saving throws that you make to cast, as shown on the Bard table, or a cantrip. The favorite spell, you can imbue it with a harmless but
maintain your concentration on a spell when you chosen spells count as bard spellsfor you and are impressive visual effect of your choice, such as a
take damage. You can perform the somatic included in the number in the SpellsKnown shower of sparks or a flurry of illusory doves.
components of spells even when you have weapons column of the Bard table. When you cast your favorite spell using a spell slot,
or a shield in one or both hands. When a hostile you can treat it as if you cast it using a spell slot of
creature’s movement provokes an opportunity one level higher, up to a maximum of 9th level.
attack from you, you can use your reaction to cast a Your favorite spell can’t be counterspelled. You can
spell at the creature, rather than making an cast your favorite spell once at its lowest level
opportunity attack. The spell must have a casting without using a spell slot. Once you use this ability,
time of 1 action and must target only that creature. you can’t do so again until you finish a long rest.
you these benefits: • When you expend a spell slot hazards and learned a thing or two about sniffing Beginning at 2nd level, you can use soothing music
to cast an enchantment or illusion spell of 1st circle out secrets. You gain these benefits: • You can add or oration to help revitalize your wounded allies
or higher, roll a d6. On a roll of 6, the spell slot isn't your PB to checks made to disarm traps and open during a short rest. If you or any friendly creatures
expended. • You learn one 1st-circle enchantment doors, even if you aren't proficient with the tools to who can hear your performance regain hit points at
or illusion spell from any source spell list. When do so. The first time you fail an ability check while the end of the short rest by spending one or more
you cast that spell, you can choose to expend 2 hit disarming a trap, opening a door, or passing a Hit Dice, each of those creatures regains an extra
dice instead of a spell slot to cast it at its lowest hazard, the failure doesn't trigger the trap, block the 1d6 hit points. The extra hit points increase to 1d10
circle. A character can have only one focus talent. door, or force you into the hazard’s area—no at 13th level.
until the spell ends, the sleeper takes damage, or Divination 2 Casting Time: 1 action
someone uses an action to shake or slap the sleeper Casting Time: 1 action Range: 120 feet
awake. Subtract each creature’s hit points from the Range: Touch Target: A 30-foot cube within range
total before moving on to the creature with the next Target: a creature you touch Components: S M
lowest hit points. A creature’s hit points must be Components: V S M Duration: ConcentrationUp to 1 minute
equal to or less than the remaining total for that Duration: 24 hours Description:
creature to be affected. Undead and creatures Description: You create a twisting pattern of colors that weaves
immune to being charmed aren’t affected by this You grant a touched creature a limited gift of luck. through the air inside a 30-foot cube within range.
spell. While the spell lasts, the target can gain advantage The pattern appears for a moment and vanishes.
At Higher Levels: When you cast this spell using a on any three rolls of its choice. Once three rolls Each creature in the area who sees the pattern must
spell slot of 2nd level or higher, roll an additional have been affected by the gift of luck, the spell make a Wisdom saving throw. On a failed save, the
2d8 for each slot level above 1st. ends. creature becomes charmed for the duration. While
At Higher Levels: When you cast this spell using a charmed by this spell, the creature is incapacitated
Calm Emotions spell slot of 3rd level or higher, you can target one and has a speed of 0. The spell ends for an affected
Enchantment 2 additional creature for each slot level above 2nd. creature if it takes any damage or if someone else
Casting Time: 1 action uses an action to shake the creature out of its
Range: 60 feet gust of wind stupor.
Target: Each humanoid in a 20-foot-radius sphere Evocation 2
centered on a point you choose within range Casting Time: 1 action
Components: V S Range: Self (60-foot line)
Duration: ConcentrationUp to 1 minute Target: Self (60-foot line)
Description: Components: V S M
You attempt to suppress strong emotions in a group Duration: ConcentrationUp to 1 minute
of people. Each humanoid in a 20-foot-radius Description:
sphere centered on a point you choose within range A line of strong wind 60 feet long and 10 feet wide
must make a Charisma saving throw; a creature can blasts from you in a direction you choose for the
choose to fail this saving throw if it wishes. If a spell’s duration. Each creature that starts its turn in
creature fails its saving throw, choose one of the the line must succeed on a Strength saving throw or
following two effects. You can suppress any effect be pushed 15 feet away from you in a direction
causing a target to be charmed or frightened. When following the line. Any creature in the line must
this spell ends, any suppressed effect resumes, spend 2 feet of movement for every 1 foot it moves
provided that its duration has not expired in the when moving closer to you. The gust disperses gas
meantime. Alternatively, you can make a target or vapor, and it extinguishes candles, torches, and
indifferent about creatures of your choice that it is similar unprotected flames in the area. It causes
hostile toward. This indifference ends if the target protected flames, such as those of lanterns, to dance
is attacked or harmed by a spell or if it witnesses wildly and has a 50 percent chance to extinguish
any of its friends being harmed. When the spell them. As a bonus action on each of your turns
ends, the creature becomes hostile again, unless the before the spell ends, you can change the direction
DM rules otherwise. in which the line blasts from you.
Major Image tongues Deep Focus
Illusion 3 Divination 3 Evocation 3
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Touch Range: Self
Target: A spot that you can see within range Target: The creature you touch Target: Self
Components: V S M Components: V M Components: V S
Duration: ConcentrationUp to 10 minutes Duration: 1 hour Duration: Special
Description: Description: Description:
You create the image of an object, a creature, or This spell grants the creature you touch the ability You tap into ambient magical energy to stabilize
some other visible phenomenon that is no larger to understand any spoken language it hears. and maintain a spell. The next spell you cast that
than a 20-foot cube. The image appears at a spot Moreover, when the target speaks, any creature that normally requires concentration will last its full
that you can see within range and lasts for the knows at least one language and can hear the target normal duration without the need for concentration,
duration. It seems completely real, including understands what it says. as long as it is cast within 1 minute of your casting
sounds, smells, and temperature appropriate to the of this spell, and the spell to be affected is of 4th
thing depicted. You can’t create sufficient heat or lightning bolt level or lower. At the end of the duration, or if 1
cold to cause damage, a sound loud enough to deal Evocation 3 minute goes by without your casting a spell that
thunder damage or deafen a creature, or a smell that Casting Time: 1 action requires concentration, the spell ends.
might sicken a creature (like a troglodyte’s stench). Range: Self (100-foot line) At Higher Levels: When you cast this spell using a
As long as you are within range of the illusion, you Target: Self (100-foot line) spell slot of 4th level or higher, you can affect any
can use your action to cause the image to move to Components: V S M spell you can cast that requires concentration and is
any other spot within range. As the image changes Duration: Instantaneous up to one level higher than the spell slot you used
location, you can alter its appearance so that its Description: to cast deep focus.
movements appear natural for the image. For A stroke of lightning forming a line 100 feet long
example, if you create an image of a creature and and 5 feet wide blasts out from you in a direction Hallucinatory Terrain
move it, you can alter the image so that it appears you choose. Each creature in the line must make a Illusion 4
to be walking. Similarly, you can cause the illusion Dexterity saving throw. A creature takes 8d6 Casting Time: 10 minutes
to make different sounds at different times, even lightning damage on a failed save, or half as much Range: 300 feet
making it carry on a conversation, for example. damage on a successful one. The lightning ignites Target: 150-foot cube in range
Physical interaction with the image reveals it to be flammable objects in the area that aren’t being Components: V S M
an illusion, because things can pass through it. A worn or carried. Duration: 24 hours
creature that uses its action to examine the image At Higher Levels: When you cast this spell using a Description:
can determine that it is an illusion with a successful spell slot of 4th level or higher, the damage You make natural terrain in a 150-foot cube in
Intelligence (Investigation) check against your spell increases by 1d6 for each slot above 3rd. range look, sound, and smell like some other sort of
save DC. If a creature discerns the illusion for what natural terrain. Thus, open fields or a road can be
protection from energy made to resemble a swamp, hill, crevasse, or some
it is, the creature can see through the image, and its
Abjuration 3 other difficult or impassable terrain. A pond can be
other sensory qualities become faint to the creature.
Casting Time: 1 action made to seem like a grassy meadow, a precipice
At Higher Levels: When you cast this spell using a
Range: Touch like a gentle slope, or a rock-strewn gully like a
spell slot of 6th level or higher, the spell lasts until
Target: The willing creature you touch wide and smooth road. Manufactured structures,
dispelled, without requiring your Concentration.
Components: V S equipment, and creatures within the area aren’t
mass healing word Duration: ConcentrationUp to 1 hour changed in appearance. The tactile characteristics
Evocation 3 Description: of the terrain are unchanged, so creatures entering
Casting Time: 1 bonus action For the duration, the willing creature you touch has the area are likely to see through the illusion. If the
Range: 60 feet resistance to one damage type of your choice: acid, difference isn’t obvious by touch, a creature
Target: Up to six creatures of your choice that you cold, fire, lightning, or thunder. carefully examining the illusion can attempt an
can see within range Intelligence (Investigation) check against your spell
Components: V save DC to disbelieve it. A creature who discerns
Duration: Instantaneous the illusion for what it is, sees it as a vague image
Description: superimposed on the terrain.
As you call out words of restoration, up to six
creatures of your choice that you can see within
range regain hit points equal to 1d4 + your
spellcasting ability modifier. This spell has no
effect on undead or constructs.
At Higher Levels: When you cast this spell using a
spell slot of 4th level or higher, the Healing
increases by 1d4 for each slot level above 3rd.
Charm Monster ice storm death ward
Enchantment 4 Evocation 4 Abjuration 4
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 300 feet Range: Touch
Target: A creature you can see within range Target: A 20-foot radius, 40-foot-high cylinder Target: A creature
Components: V S centered on a point within range Components: V S
Duration: 1 hour Components: V S M Duration: 8 hours
Description: Duration: Instantaneous Description:
You attempt to charm a creature you can see within Description: You touch a creature and grant it a measure of
range. It must make a Wisdom saving throw, and it A hail of rock-hard ice pounds to the ground in a protection from death. The first time the target
does so with advantage if you or your companions 20-foot-radius, 40-foot-high cylinder centered on a would drop to 0 hit points as a result of taking
are fighting it. If it fails the saving throw, it is point within range. Each creature in the cylinder damage, the target instead drops to 1 hit point, and
charmed by you until the spell ends or until you or must make a Dexterity saving throw. A creature the spell ends. If the spell is still in effect when the
your companions do anything harmful to it. The takes 2d8 bludgeoning damage and 4d6 cold target is subjected to an effect that would kill it
charmed creature is friendly to you. When the spell damage on a failed save, or half as much damage instantaneously without dealing damage, that effect
ends, the creature knows it was charmed by you. on a successful one. Hailstones turn the storm’s is instead negated against the target, and the spell
At Higher Levels: When you cast this spell using a area of effect into difficult terrain until the end of ends.
spell slot of 5th level or higher, you can target one your next turn.
additional creature for each slot level above 4th. At Higher Levels: When you cast this spell using a Dominate Person
The creatures must be within 30 feet of each other spell slot of 5th level or higher, the bludgeoning Enchantment 5
when you target them. damage increases by 1d8 for each slot level above Casting Time: 1 action
breaks free or when the spell ends, the shoe shrinks the course of action you described to the best of its Illusion 7
to its normal size, becoming a nonmagical shoe ability. The suggested course of action can continue Casting Time: 1 action
once again. for the entire duration. If the suggested activity can Range: 500 miles
be completed in a shorter time, the spell ends when Target: Any location within range that you have
Hero of Fable the subject finishes what it was asked to do. You seen before
Enchantment 5 can also specify conditions that will trigger a Components: V S M
Casting Time: 1 action special activity during the duration. For example, Duration: ConcentrationUp to 1 day
Range: 60 feet you might suggest that a group of soldiers give all Description:
Target: their money to the first beggar they meet. If the You create an illusory copy of yourself that lasts for
Components: V M condition isn’t met before the spell ends, the the duration. The copy can appear at any location
Duration: Concentrationup to 1 minute activity isn’t performed. If you or any of your within range that you have seen before, regardless
Description: companions damage a creature affected by this of intervening obstacles. The illusion looks and
You empower a creature to be capable of great spell, the spell ends for that creature. sounds like you but is intangible. If the illusion
deeds, like a storybook champion, and at the same At Higher Levels: When you cast this spell using a takes any damage, it disappears, and the spell ends.
time empower that creature’s foes to become 7th-level spell slot, the Duration is 10 days. When You can use your action to move this illusion up to
worthy of a hero’s attention. A creature of your you use an 8th-level spell slot, the Duration is 30 twice your speed, and make it gesture, speak, and
choice within range gains advantage on all ability days. When you use a 9th-level spell slot, the behave in whatever way you choose. It mimics
checks, attack rolls, and saving throws for the Duration is a year and a day. your mannerisms perfectly. You can see through its
duration. At the same time, creatures that attack eyes and hear through its ears as if you were in its
your target, or that make a saving throw against a space. On your turn as a bonus action, you can
spell or effect originating from your target, have switch from using its senses to using your own, or
advantage on their roll. If your target is unwilling, back again. While you are using its senses, you are
it must succeed on a Charisma saving throw to blinded and deafened in regard to your own
avoid the effects. surroundings. Physical interaction with the image
At Higher Levels: When you cast this spell using a reveals it to be an illusion, because things can pass
spell slot of 6th level or higher, you can target one through it. A creature that uses its action to examine
additional creature for each slot level above 5th. the image can determine that it is an illusion with a
The creatures must be within 30 feet of each other successful Intelligence (Investigation) check
when you target them. against your spell save DC. If a creature discerns
the illusion for what it is, the creature can see
through the image, and any noise it makes sounds
hollow to the creature.
Uncontrollable Transformation
[transmutation (chaos)] 7 Power Word Stun
You infuse your body with raw chaos and will it to Description:
adopt a helpful mutation. Roll a d10 and consult the You speak a word of power that can overwhelm the
Uncontrollable Transformation table to determine mind of one creature you can see within range,
what mutation occurs. You can try to control the leaving it dumbfounded. If the target has 150 hit
shifting of your body to gain a mutation you prefer, points or fewer, it is stunned. Otherwise, the spell
but doing so is taxing; you can roll a d10 twice and has no effect. The stunned target must make a
choose the result you prefer, but you gain one level Constitution saving throw at the end of each of its
of exhaustion. At the end of the spell, your body turns. On a successful save, this stunning effect