The BRD - Lv.
20
Stats
HP: 132/132
AC: 15
Speed: 30 ft
Strength: 10
Dexterity: 20
Constitution:14 (+2)
Intelligence: 10
Wisdom: 14
Charisma: 20
Bard Features
College of Valor Features
Bonus Proficiencies
When you join the College of Valor at 3rd level, you gain proficiency with medium
armor, shields, and martial weapons.
Combat Inspiration
Also at 3rd level, you learn to inspire others in battle. A creature that has a
Bardic Inspiration die from you can roll that die and add the number rolled to a
weapon damage roll it just made. Alternatively, when an attack roll is made against
the creature, it can use its reaction to roll the Bardic Inspiration die and add
the number rolled to its AC against that attack, after seeing the roll but before
knowing whether it hits or misses.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the
Attack action on your turn.
Battle Magic
At 14th level, you have mastered the art of weaving spellcasting and weapon use
into a single harmonious act. When you use your action to cast a bard spell, you
can make one weapon attack as a bonus action.
Cantrips 4
Vicious Mockery
Source: Player's Handbook
Enchantment cantrip
Casting Time: 1 action
Range: 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 17th level (4d4).
Thunderclap 3
Source: Xanathar's Guide to Everything
Evocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S
Duration: Instantaneous
You create a burst of thunderous sound, which can be heard 100 feet away. Each
creature other than you within 5 feet of you must make a Constitution saving throw.
On a failed save, the creature takes 1d6 thunder damage.
At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).
Minor Illusion 2
Source: Player's Handbook
Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
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.
Prestidigitation 1
Source: Player's Handbook
Transmutation cantrip
Casting Time: 1 action
Range: 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 illusory image that can fit in your 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.
Spells
Power Word: Kill
Source: Player's Handbook
9th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You utter a word of power that can compel one creature you can see within range to
die instantly. If the creature you chose has 100 hit points or fewer, it dies.
Otherwise, the spell has no effect.
Psychic Scream
Source: Xanathar's Guide to Everything
9th-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: S
Duration: Instantaneous
You unleash the power of your mind to blast the intellect of up to ten creatures of
your choice that you can see within range. Creatures that have an Intelligence
score of 2 or lower are unaffected.
Each target must make an Intelligence saving throw. On a failed save, a target
takes 14d6 psychic damage and is stunned. On a successful save, a target takes half
as much damage and isn’t stunned. If a target is killed by this damage, its head
explodes, assuming it has one.
A stunned target can make an Intelligence saving throw at the end of each of its
turns. On a successful save, the stunning effect ends.
Power Word: Stun
Source: Player's Handbook
8th-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You speak a word of power that can overwhelm the mind of one creature you can see
within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it
is stunned. Otherwise, the spell has no effect. The stunned target must make a
Constitution saving throw at the end of each of its turns. On a successful save,
this stunning effect ends.
Regenerate
Source: Player's Handbook
7th-level transmutation
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a prayer wheel and holy water)
Duration: 1 hour
You touch a creature and stimulate its natural healing ability. The target regains
4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point
at the start of each of its turns (10 hit points each minute).
The target’s severed body members (fingers, legs, tails, and so on), if any, are
restored after 2 minutes. If you have the severed part and hold it to the stump,
the spell instantaneously causes the limb to knit to the stump.
Mordenkainen's Sword
Source: Player's Handbook
7th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a miniature platinum sword with a grip and pommel of copper
and zinc, worth 250 gp)
Duration: Concentration, up to 1 minute
You create a sword-shaped plane of force that hovers within range. It lasts for the
duration.
When the sword appears, you make a melee spell attack against a target of your
choice within 5 feet of the sword. On a hit. the target takes 3d10 force damage.
Until the spell ends, you can use a bonus action on each of your turns to move the
sword up to 20 feet to a spot you can see and repeat this attack against the same
target or a different one.
Otto's Irresistible Dance
Source: Player's Handbook
6th-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
Choose one creature that you can see within range. The target begins a comic dance
in place: shuffling, tapping its feet, and capering for the duration. Creatures
that can’t be charmed are immune to this spell.
A dancing creature must use all its movement to dance without leaving its space and
has disadvantage on Dexterity saving throws and attack rolls. While the target is
affected by this spell, other creatures have advantage on attack rolls against it.
As an action, a dancing creature makes a Wisdom saving throw to regain control of
itself. On a successful save, the spell ends.
Mass Cure Wounds
Source: Player's Handbook
5th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A wave of healing energy washes out from a point of your choice within range.
Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each
target regains hit points equal to 3d8 + 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 6th level or
higher, the healing increases by 1d8 for each slot level above 5th.
Mass Healing Word
Source: Player's Handbook
3rd-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
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.
Aid
Source: Player's Handbook
2nd-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a tiny strip of white cloth)
Duration: 8 hours
Your spell bolsters your allies with toughness and resolve. Choose up to three
creatures within range. Each target’s hit point maximum and current hit points
increase by 5 for the duration.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or
higher, a target’s hit points increase by an additional 5 for each slot level above
2nd.
Heat Metal
Source: Player's Handbook
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or
medium metal armor, that you can see within range. You cause the object to glow
red-hot. Any creature in physical contact with the object takes 2d8 fire damage
when you cast the spell. Until the spell ends, you can use a bonus action on each
of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the
creature must succeed on a Constitution saving throw or drop the object if it can.
If it doesn’t drop the object, it has disadvantage on attack rolls and ability
checks until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or
higher, the damage increases by 1d8 for each slot level above 2nd.
Longstrider
Source: Player's Handbook
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of dirt)
Duration: 1 hour
You touch a creature. The target’s speed increases by 10 feet until the spell ends.
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.
Tasha's Hideous Laughter
Source: Player's Handbook
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (tiny tarts and a feather that is waved in the air)
Duration: Concentration, up to 1 minute
A creature of your choice that you can see within range perceives everything as
hilariously funny and falls into fits of laughter if this spell affects it. The
target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated
and unable to stand up for the duration. A creature with an Intelligence score of 4
or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the target can make
another Wisdom saving throw. The target has advantage on the saving throw if it’s
triggered by damage. On a success, the spell ends.