College of Lore Bard Level 5 Entertainer
Mordekai Caradoc CLASS & LEVEL
Infernal Tiefling
BACKGROUND
CHARACTER NAME RACE EXPERIENCE POINTS
INSPIRATION
STRENGTH
ARMOR
+2 30
8 +3 PROFICIENCY BONUS
CLASS INITIATIVE SPEED
-1 Hit Point Maximum 38
-1 Strength
DEXTERITY +5 Dexterity
CURRENT HIT POINTS
14 +2
+1
Constitution
Intelligence
+2 +0 Wisdom
+8 Charisma TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS
Total SUCCESSES
14 d8 FAILURES
+5 Acrobatics (Dex) HIT DICE DEATH SAVES
+2 +1 Animal Handling (Wis)
+4 Arcana (Int)
NAME ATK BONUS DAMAGE/TYPE
INTELLIGENCE +0 Athletics (Str)
Rapier +5 1d8+2 (P)
12 +8
+4
Deception (Cha)
History (Int)
Vicious Mockery DC16 2d6 (Psychic)
+1 +1 Insight (Wis)
+6 Intimidation (Cha)
ATTACKS & SPELLCASTING
WISDOM +2 Investigation (Int)
+1 Medicine (Wis)
10 +2 Nature (Int)
Fire
RESISTANCES
+1 Perception (Wis)
+0
+11 Performance (Cha) Name
CP
+11 Persuasion (Cha)
CHARISMA
+2 Religion (Int)
20 5
SP
Sleight of Hand (Dex)
+8 16
+5
+5
+5 Stealth (Dex)
d8 EP
+1 Survival (Wis)
SKILLS GP
11 PASSIVE WISDOM (PERCEPTION)
3 9 d8
PP
Languages
Common, Infernal
EQUIPMENT
Tools and Extra
Violin, Flute,
4
Drums, Lute,
Disguise Kit
Rapier, Shortsword,
Longsword,
Handcrossbow
Feats and Features
Racial Features and Feats
Darkvision Hellish Resistance
Thanks to your infernal heritage, you have superior vision in dark You have resistance to fire damage.
and dim conditions. 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 Legacy of Malbolge
discern color in darkness, only shades of gray. 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
Shadow Touched level, you can also cast the Invisibility spell once as a 2nd-level
Your exposure to the Shadowfell's magic and elixirs have changed spell.
you, granting you the following benefits: You must finish a long rest to cast these spells again with this trait.
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a Charisma is your spellcasting ability for these spells.
maximum of 20.
- You learn the Invisibility spell and one 1st-level spell of your choice.
The 1st-level spell must be from the Illusion or Necromancy school of
magic. You can cast each of these spells without expending a spell
slot. Once you cast either of these spells in this way, you can't cast
that spell in this way again until you finish a long rest. You can also
cast these spells using spell slots you have of the appropriate level.
The spells' spellcasting ability is the ability increased by this feat.
Class Features
Bardic Inspiration Jack of All Trades
You can inspire others through stirring words or music. To do so, You can add half your proficiency bonus, rounded down, to any
you use a bonus action on your turn to choose one creature other ability check you make that doesn't already include your
than yourself within 60 feet of you who can hear you. That creature proficiency bonus.
gains one Bardic Inspiration die, a d6.
Once within the next 1 hour the creature can roll the die and add the Song of Rest
number rolled to one ability check, attack roll, or saving throw it You can use soothing music or oration to help revitalize your
makes. The creature can wait until after it rolls the d20 before deciding wounded allies during a short rest. If you or any friendly
to use the Bardic Inspiration die, but must decide before the DM says creatures who can hear your performance regain hit points at the
whether the roll succeeds or fails. Once the Bardic Inspiration die is end of the short rest by spending one or more Hit Dice, each of
rolled, it is lost. A creature can have only one Bardic Inspiration die at a those creatures regains an extra 1d6 hit points. The extra Hit
time. Points increase when you reach certain levels in this class: to 1d8
You can use this feature a number of times equal to your Charisma at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level..
modifier. You regain any expended uses when you finish a long rest. Expertise
The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at
15th level. Choose two of your skill proficiencies. Your proficiency bonus is
doubled for any ability check you make that uses either of the
Magical Inspiration chosen proficiencies. At 9th level, you can choose another two
skill proficiencies to gain this benefit.
If a creature has a Bardic Inspiration die from you and casts a
spell that restores hit points or deals damage, the creature can Bonus Proficiencies
roll that die and choose a target affected by the spell. Add the You pick proficiency in three skills of your choice.
number rolled as a bonus to the hit points regained or the
damage dealt. The Bardic Inspiration die is then lost. Font of Inspiration
Cutting Words You now also regain all your expended uses of Bardic Inspiration
when you finish a Short Rest.
You learn how to use your wit to supernaturally distract, confuse, and
otherwise sap the confidence and competence of others. When a In addition, you can expend a spell slot (no action required) to regain
creature that you can see within 60 feet of you makes a damage roll or one expended use of Bardic Inspiration..
succeeds on an ability check or attack roll, you can use your Reaction
to expend one use of your Bardic Inspiration, roll your Bardic
Inspiration die, and subtract the number rolled from the creature’s roll,
reducing the damage or potentially turning the success into a failure.
Spells - Bard Cha 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
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Spells List
Vicious Mockery (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 1d6 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 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Hideous Laughter (1st-level Enchantment)
Casting Time: 1 action
Range: 30 feet
Components: S, M, V
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.
Dispel Magic (3rd-level Abjuration)
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing
spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful
check, the spell ends.
Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell
slot you use.
Spells - Bard Cha 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
Spells List
Healing Word (1st-Level Evocation)
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 2d4 + 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 2nd level or higher, the healing increases by 2d4 for each slot level above 1st.
Dissonant Whispers (1st-Level Enchantment)
Casting Time: 1 action
Range: 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.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Sleep (1st-Level Enchantment)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or
have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second
save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet
of it takes an action to shake it out of the spell's effect. Creatures that don't sleep, such as elves, or that have Immunity to the
Exhaustion condition automatically succeed on saves against this spell.
Faerie Fire (1st-Level Evocation)
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 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.
Inflict Wounds (1st-Level Necromancy)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful
one. Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.
Invisibility (2nd-Level Illusion)
Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Concentration, up to 1 hour
c
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. The spell ends for a target that attacks or casts a spell.
Gear and Supplies
TREASURE
Ammunition Food
Companion Magic Items