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Irina Nine-Tongue

2 Level (300/900 XP for level-up) Far Traveller Background Felis Race / Species / Heritage NG Alignment
Bard
Level 2
Hit Dice: 2/2
1d8+2 Class 1

STR
12
+1
DEX
14
+2
CON
14
+2
INT
13
+1
WIS
12
+1
CHA
18
+4
17
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Jack of all Trades
+1 Strength
+4 Dexterity
+2 Constitution
+1 Intelligence
+1 Wisdom
+6 Charisma
saving throws
+4 Acrobatics DEX
+2 Animal Handling WIS
+2 Arcana INT
+2 Athletics STR
+5 Deception CHA
+2 History INT
+3 Insight WIS
+5 Intimidation CHA
+2 Investigation INT
skills
+2 Medicine WIS
+2 Nature INT
+3 Perception WIS
+6 Performance CHA
+6 Persuasion CHA
+2 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Hand Crossbow +4 DEX 1d6+2 piercing
 light, loading, martial ranged (30/120)
Shortsword +4 DEX 1d6+2 piercing
 finesse, light, martial melee
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Minor Illusion +6 1 action 30ft 1 minute SM
 Notes: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.
Vicious Mockery +6 1 action 60ft Instantaneous 1d4 V
 Notes: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.

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Charm Person +6 1 action 30 feet 1 hour VS
 Notes:You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
Command +6 1 action 60 feet 1 round V
 Notes:You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
Dissonant Whispers +6 1 action 60 feet Instantaneous 3d6 V
 Notes: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.
Healing Word +6 1 bonus action 60 feet 10 minutes 1d4 + spell mod V
 Notes:A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Speak with Animals +6 1 action Self Concentration, up to 10 minutes VS
 Notes:You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 5, Platinum: 0 Money
Languages: Common, Damaran, Elvish

Armor: light

Weapons: simple weapons, hand crossbows, rapiers, shortswords

Tools: hand drums, pan flutes, playing cards

Languages & Proficiencies
I express affection in ways that are unfamiliar to others.

Nobody stays angry at me or around me for long, since I can defuse any amount of tension

Personality Traits
Travel. There are so many people to meet, foods to try, ideas to entertain, and places to explore… I want to see it all!

Ideals
I will never settle until I am the greatest bard in all the land – only then may I return to my homeland.

Bonds
I am all too reckless in my wanderlust, often putting myself (and others) in terrible danger for the thrill of adventure.

Flaws
Character Backstory:

I was born and raised in the once-forested port town of Terheim, on the southern coast of the far east. For all my life, I had longed for adventure, to travel in the footsteps of the great Cat Lord, whose divine touch blessed my people, the Felis. As is tradition, I was granted the freedom to set out on my own at the age of 12, and I pounced at the opportunity. That was seven years ago, and I've been on the move ever since. In my travels, I found a passion for public speaking, and I vowed to never return home until I had held court as an advisor to the greatest kings and queens in the land.

Other Character Details: 

> I've made money on my travels as an entertainer for taverns and inns, as well as commissioning public speaking jobs. These speeches earned me the nickname 'Nine-Tongue.' 

Terheim: 

> Terheim was built into the canopy of the forest because there are monsters in the ground that come up to feed on people. 

> 15 years ago (Irina was 4), the forest started disappearing, causing the suspended town to fall to the ground.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

DnD 5e PHB

Leather

Armor (Light)

Common

Type AC STR Req. Stealth Dis.
Light 11 + Dex modifier No

Cost: 10gp
Weight: 10 lb

DnD 5e PHB

Crossbow, Hand

Weapon

Common

Ammunition, Light, Loading

Ammunition
You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Loading
Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Range
A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Type Damage Damage Range
Martial Ranged 1d6 Piercing 30/120 ft

Cost: 75gp
Weight: 3 lb

DnD 5e PHB

Shortsword

Weapon

Common

Finesse, light

Finesse
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Type Damage Damage Range
Martial Melee 1d6 Piercing 5 ft

Cost: 10gp
Weight: 2 lb

The statblocks of your class features

Bard


Hit Points

Hit Dice: d8 per Bard level
Hit Points at first Level: 8 + Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard leveI after 1st

Proficiences

Armor: Light Armor
Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Tools: Three Musical Instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three

Overview & Creation

Level Prof. Bonus Features Cantrips Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 2
2nd +2 Jack of All Trades, Song of Rest (d6) 2 5 3
3rd +2 Bard College, Expertise 2 6 4 2
4th +2 Ability Score Improvement 3 7 4 3
5th +3 Bardic Inspiration (d8), Font of Inspiration 3 8 4 3 2
6th +3 Countercharm, Bard College feature 3 9 4 3 3
7th +3 3 10 4 3 3 1
8th +3 Ability Score Improvement 3 11 4 3 3 2
9th +4 Song of Rest (d8) 3 12 4 3 3 3 1
10th +4 Bardic Inspiration (d10), Expertise, Magical Secrets 4 14 4 3 3 3 2
11th +4 4 15 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1
13th +5 Song of Rest (d10) 4 16 4 3 3 3 2 1 1
14th +5 Magical Secrets, Bard College feature 4 18 4 3 3 3 2 1 1
15th +5 Bardic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1
17th +6 Song of Rest (d12) 4 20 4 3 3 3 2 1 1 1 1
18th +6 Magical Secrets 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1
20th +6 Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1

 


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 of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.  

Ability Score Improvement

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 scores 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 of Bardic Inspiration when you finish a short or long rest.  

Countercharm

At 6th level, as an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of 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

At 10th level, choose two spells from any classes, including this one. A spell you choose must be of 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 classes 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

You may pick either (a) or (b):

  • (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
  Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.


Spellcasting

You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spell casting and chapter 11 for the bard spell list.  

Cantrips

You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher leveIs, 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 of 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-levei spell cure wounds and have a 1st-levei and a 2nd-levei spell slot available, you can cast cure wounds using either slot.  

Spells Known of 1st Level and Higher

You know four 1st-levei spells of your choice from the bard spell list.   The Spells Known column of the Bard table shows when you learn more bard spells of 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 c1ass, 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 spell casting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spell casting 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 (found in chapter 5) as a spell casting focus for your bard spells.  

Spell Versatility

Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the bard spell list. The new spell must be the same level as the spell you replace.


Subclass Options

College of Glamour

 

Mantle of Inspiration

At 3rd level, 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, if you perform for at least 1 minute, you can attempt to inspire wonder in your audience. 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, 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, 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.  

College of Lore

 

Bonus Proficiencies

At 3rd level, you gain proficiency with three skills of your choice.  

Cutting Words

Also at 3rd level, when a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.  

Additional Magical Secrets

  At 6th level, you learn two spells of your choice from any classes. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.  

Peerless Skill

Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.  

College of Swords

 

Bonus Proficiencies

At 3rd level, you gain proficiency with medium armor and the scimitar.   If you're proficient with a simple or martial melee weapon, you can use it as a spell casting focus for your bard spells.  

Fighting Style

At 3rd level, choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.  
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
 

Blade Flourish

At 3rd level, whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.  
  • Defensive Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
  • Slashing Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
  • Mobile Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
 

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Master's Flourish

Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.  

College of Valor

 

Bonus Proficiencies

At 3rd level, you gain proficiency with medium armor, shields, and martial weapons.  

Combat Inspiration

Also at 3rd level, 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, when you use your action to cast a bard spell, you can make one weapon attack as a bonus action.  

College of Whispers

 

Psychic Blades

At 3rd level, when you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.   The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.  

Words of Terror

At 3rd level, if you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.   If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.   Once you use this feature, you can't use it again until you finish a short or long rest.  

Mantle of Whispers

At 6th level, when a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.   You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.   While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.   Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.   Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.  

Shadow Lore

At 14th level, as an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn't share a language with you or if it can't hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.   On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.   The charmed creature obeys your commands for fear that you will reveal its secret. It won't risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.   When the effect ends, the creature has no understanding of why it held you in such fear.   Once you use this feature, you can't use it again until you finish a long rest.

College of Eloquence


Hit Points

Hit Dice: d8 per College of Eloquence level
Hit Points at first Level: See Bard
Hit Points at Higher Levels: See Bard

Proficiences

Armor: See Bard
Weapons: See Bard
Tools: See Bard
Saving Throws: See Bard
Skills: See Bard

Subclass Options

Silver Tongue

3rd-level College of Eloquence feature   You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you have advantage on those checks.  

Unsettling Words

3rd-level College of Eloquence feature   You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.  

Unfailing Inspiration

6th-level College of Eloquence feature   Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.  

Universal Speech

6th-level College of Eloquence feature   You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.   Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.  

Infectious Inspiration

14th-level College of Eloquence feature   When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.   You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Statblocks for your familiars, mounts etc.

Homebrew

Kara (Irina's Lynx Companion) CR: 1/2

Small beast, feline, chaotic neutral
Armor Class: 12
Hit Points: 15
Speed: 40 ft , climb: 30 ft

STR

13 +1

DEX

15 +2

CON

12 +1

INT

5 -3

WIS

14 +2

CHA

6 -2

Skills: Perception +4, Stealth +4
Senses: Perception (passive): 14, Darkvision: 60ft
Languages: -
Challenge Rating: 1/2

Keen Smell: Kara gets advantage on Perception checks that rely on smell

Actions

  • Bite: Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 1d6+2 piercing damage.
  • Claw: Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 1d4+2 slashing damage.

Statblocks for race/species of the character.

Homebrew

Felis

Originally by Pointy Hat   The felis are people who have been selected to receive the ultimate blessing from the Cat Lord. Nobody knows how exactly this selection happens. It is said that felis are born to those who have greatly impacted the lives of cats for the better, that being felis is a blessing from the god of cats himself to thank them for their help. There are also cases where a person who cared for a feline and defended it from harm has a brush with death; the person miraculously survives it, but they do so having changed into one of the felis, their new form a reminder of how the god spared their very life as thanks. There are even tales of people who were awful to cats, and are turned into felis as a punishment, forced to be what they despise most. Nowadays, however, most felis are just born from the union of two felis parents.   In the same way that their furrier cousins receive a feline trait from the cat deity, the felis receive feline aspects to their appearance. Most often, it manifests as feline ears like those of a house cat or a lynx, a feline tail, a cat’s nose, sharp claw-like nails, whiskers, or a combination of those. Felis believe that the more cat traits one has, the more they are favored by their god.   There’s a distinct culture in felis communities: they are intensely self-reliant. It’s seen as a great shame for a felis to depend on anyone but themselves, and felis children leave the nest extremely early in order to make their own luck in the world. It’s not out of the ordinary to see a felis teen already tending to their own shop or embarking on an adventure. This cultural push to be independent can make those who do not understand felis to see them as individualistic, even selfish, but those who form a bond with a felis quickly understand that they enjoy companionship just as much as anyone else -- they just have their own way of showing it. Their need to be self-reliant does not mean that felis don’t help each other, though; quite the opposite. Many cities have wide felis networks that they use to help themselves and other felis flourish.   Felis share with their more cat-like cousins their love of stories, but they use them in a different way. Felis culture is shared orally, passing down their history through songs, rhymes, and parables. This cultural appreciation of song, and the way that music is treated as a way to teach history, often makes felis choose the path of the bard, becoming traveling minstrels who share felis tales and songs. They are often hired to play and sing in the drawing rooms of nobles, where their songs are seen as exotic and strange. It’s said that felis presence in noble houses has given birth to a wide network of felis bard spies who share coded messages between members through their own version of thieves’ cant in the form of song. Some of these bard spies, it’s said, even double as assassins if this secret organization requires it of them. The cultural push towards self-reliance, their love for stories, and their innate curiosity often push the felis towards a life of adventuring. Many of them believe that in doing so, they are following in the footsteps of their traveling god, and hope to cross paths with him one day.
ability score increase: +2 CHA, +1 DEX
age: same as humans
alignment: usually good
Size: Medium
speed: 30ft
Languages: Common
race features:
Darkvision: You have a cat's keen eyes, especially in the dark. 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 discern color in darkness, only shades of gray.   Feline Agility: Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.   Feline Evasiveness: Your quick thinking and dexterous movements allow you to avoid enemy attacks. When you move, you can use a bonus action to not provoke attacks of opportunity for the rest of the turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Cat’s Tongue: You have proficiency in the Performance and Persuasion skills.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB, page 260

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30 feet
Components: S, M
Materials: 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.
At higher levels: You can create an additional effect and the spell's range increases by 10 feet once you reach 5th level (up to 2 effects, 40 feet range), and again at 11th level (up to 3 effects, 50 feet range) and 17th level (up to 3 effects, 60 feet range).
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

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 17th level (4d4).
Available for: Bard

Level 1 Spells

SRD

Charm Person

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: VS
Duration: 1 hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
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. The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

SRD

Command

1-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: 1 round
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Cleric, Paladin

SRD

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.
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.
Available for: Bard

SRD

Speak with Animals

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: self
Components: VS
Duration: 10 minutes
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.
Available for: Bard, Druid, Ranger

Level 2 Spells

Basic Rules, pg. 275

Silence

2-level Illusion

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 120ft. distance/20ft. area
Components: Verbal, Somatic
Duration: Concentration, up to 10 minutes
Attack/Save: None
Damage/Effect: Control
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Available for: Bard, Cleric, Ranger, Druid (Circle of the Land), Warlock (The Undying), Warlock (The Fathomless)

SRD

Magic Mouth

2-level Illusion

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: 30 feet
Components: VSM
Materials: A small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes
Duration: until dispelled
You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
Available for: Artificer, Bard, Wizard

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norselyqueer.

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