College of Lore Bard 5 Investigator
CLASS & LEVEL BACKGROUND PLAYER NAME
Gildar Byrn
Half-Elf 900
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME
INSPIRATION
STRENGTH
15 4.16 30
0 3 PROFICIENCY BONUS
10 PERSONALITY TRAITS
Hit Point Maximum 28
0 Strength
DEXTERITY
6 Dexterity
3 0
2
Constitution
Intelligence
CURRENT HIT POINTS
16 0 Wisdom
IDEALS
6 Charisma
CONSTITUTION SAVING THROWS TEMPORARY HIT POINTS
0 4 Acrobatics (Dex)
5
11 1 Animal Handling (Wis)
BONDS
5 Arcana (Int)
INTELLIGENCE 3 Athletics (Str)
2 6
3
Deception (Cha)
History (Int)
NAME ATK DAMAGE/TYPE
3 Insight (Wis) Healing Word 1d4+3 Healing
15
6 Intimidation (Cha)
FLAWS
Vicious Mockery DC14 1d4 Psychic
WISDOM 5 Investigation (Int)
3 Medicine (Wis)
0 3 Nature (Int)
Dissonant Whi… DC11 3d6 psychic
A Cycle of Death
6 Perception (Wis)
Thunderwave DC14 2d8 Thunder Fey Ancestry
10 4 Performance (Cha)
Darkvision
9 Persuasion (Cha) Song of Rest 1d6 Healing
CHARISMA Skill Versatility
3 Religion (Int)
3
Official Inquiry
4 Sleight of Hand (Dex) Hand Crossbow +6 1d6+3 Piercing
Bardic Inspiration
6 Stealth (Dex)
Bardic Inspirati… 1d6 Jack of All Trades
16 1 Survival (Wis)
Song of Rest
SKILLS ATTACKS & SPELLCASTING
Expertise
Bonus Proficiencies
16 PASSIVE WISDOM (PERCEPTION) 20
CP SP EP GP PP Cutting Words
Font of Inspiration
TOOL: Disguise Kit, Flute, Thieves' Tools 1 Flute
FEATURES & TRAITS
LANGUAGE: Common, Dwarvish, Elvish, Goblin 1 Studded Leather Armor
ARMOR: Light 1 Hand Crossbow
WEAPON: Hand Crossbows, Longswords, Rapiers, 9 Crossbow bolts
Shortswords, Simple 1 Potion of Healing
1 Spellbook (Yellow)
OTHER PROFICIENCIES & LANGUAGES
1 Backpack
EQUIPMENT
NAME ATK DAMAGE/TYPE Total: 3 Total: 9
CP SP EP GP PP
Longsword (On… +3 1d8 Slashing
1 9
BARDIC INSPIRATION CROSSBOW BOLTS
1 Longsword
(D8)
Longsword (Tw… +3 1d10 Slashing 1 Longsword
1 Shield Total: Total:
1 Hymns to the Dawn (Book)
3 Fire arrows
Total: Total:
ATTACKS & SPELLCASTING
EQUIPMENT
CHARISMA 14 6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 2 6 0
Message Hypnotic Pattern
Vicious Mockery
Mage Hand
7 0
4 0
1 4 8 0
5 0
Healing Word
Faerie Fire
9 0
Dissonant Whispers
Thunderwave
Disguise Self
2 3
Suggestion
Invisibility
Hold Person
Enhance Ability
FEATURES & TRAITS
A Cycle of Death Expertise
You are haunted by the memories of your past lives. Bardic Inspiration At 3rd level, choose two of your skill proficiencies.
But the only memories you receive are of the moments You can inspire others through stirring words or Your proficiency bonus is doubled for any ability
before your previous deaths. You remember being music. To do so, you use a bonus action on your turn check you make that uses either of the chosen
stoned by a village, the clench of a wolf's teeth around to choose one creature other than yourself within 60 proficiencies. At 10th level, you can choose another
your throat, and falling an impossible height only to feet of you who can hear you. That creature gains one two skill proficiencies to gain this benefit.
feel your bones shatter on the impact. Of all the deaths Bardic Inspiration die, a d6. Once within the next 10
you remember, not one has you dying old in your bed. minutes, the creature can roll the die and add the Bonus Proficiencies
Feature: Your intimate knowledge of death gives you number rolled to one ability check, attack roll, or When you join the College of Lore at 3rd level, you
advantage on any Wisdom (Medicine) check to saving throw it makes. The creature can wait until gain proficiency with three skills of your choice.
determine a creature's cause of death. On a success, after it rolls the d20 before deciding to use the Bardic
Inspiration die, but must decide before the DM says Cutting Words
you will almost always know how they died, except
whether the roll succeeds or fails. Once the Bardic Also at 3rd level, you learn how to use your wit to
from something incredibly rare.
Inspiration die is rolled, it is lost. A creature can have distract, confuse, and otherwise sap the confidence
Fey Ancestry only one Bardic Inspiration die at a time. You can use and competence of others. When a creature that you
You have advantage on saving throws against being this feature a number of times equal to your Charisma can see within 60 feet of you makes an attack roll, an
charmed, and magic can't put you to sleep. modifier (a minimum of once). You regain any ability check, or a damage roll, you can use your
expended uses when you finish a long rest. Your reaction to expend one of your uses of Bardic
Darkvision Bardic Inspiration die changes when you reach certain Inspiration, rolling a Bardic Inspiration die and
Thanks to your elven heritage, you have superior levels in this class. The die becomes a d8 at 5th level, subtracting the number rolled from the creature's roll.
vision in dark and dim conditions. You can see in dim a d10 at 10th level, and a d12 at 15th level. You can choose to use this feature after the creature
light within 60 feet of you as if it were bright light, makes its roll, but before the DM determines whether
and in darkness as if it were dim light. You can't Jack of All Trades the attack roll or ability check succeeds or fails, or
discern color in darkness, only shades of gray. Starting at 2nd level, you can add half your before the creature deals its damage. The creature is
proficiency bonus, rounded down, to any ability check immune if it can't hear you or if it's immune to being
Skill Versatility you make that doesn't already include your proficiency charmed.
You gain proficiency in two skills of your choice. bonus.
Font of Inspiration
Official Inquiry Song of Rest Beginning when you reach 5th level, you regain all of
You're experienced at gaining access to people and Beginning at 2nd level, you can use soothing music or your expended uses of Bardic Inspiration when you
places to get the information you need. Through a oration to help revitalize your wounded allies during a finish a short or long rest.
combination of fast-talking, determination, and short rest. If you or any friendly creatures who can
official-looking documentation, you can gain access to hear your performance regain hit points at the end of
a place or an individual related to a crime you're the short rest by spending one or more Hit Dice, each
investigating. Those who aren't involved in your of those creatures regains an extra 1d6 hit points. The
investigation avoid impeding you or pass along your extra Hit Points increase when you reach certain levels
requests. Additionally, local law enforcement has firm in this class: to 1d8 at 9th level, to 1d10 at 13th level,
opinions about you, viewing you as either a nuisance and to 1d12 at 17th level.
or one of their own.
SPELLS
Message Healing Word Thunderwave
Transmutation cantrip Evocation 1 Evocation 1
Casting Time: 1 action Casting Time: 1 bonus action Casting Time: 1 action
Range: 120 feet Range: 60 feet Range: Self (15-foot cube)
Target: A creature within range Target: A creature of your choice that you can see Target: Self (15-foot cube)
Components: V S M within range Components: V S
Duration: 1 round Components: V Duration: Instantaneous
Description: Duration: Instantaneous Description:
You point your finger toward a creature within range Description: A wave of thunderous force sweeps out from you.
and whisper a message. The target (and only the A creature of your choice that you can see within Each creature in a 15-foot cube originating from you
target) hears the message and can reply in a whisper range regains hit points equal to 1d4 + your must make a Constitution saving throw. On a failed
that only you can hear. You can cast this spell through spellcasting ability modifier. This spell has no effect save, a creature takes 2d8 thunder damage and is
solid objects if you are familiar with the target and on undead or constructs. pushed 10 feet away from you. On a successful save,
know it is beyond the barrier. Magical silence, 1 foot At Higher Levels: When you cast this spell using a the creature takes half as much damage and isn’t
of stone, 1 inch of common metal, a thin sheet of lead, spell slot of 2nd level or higher, the Healing increases pushed. In addition, unsecured objects that are
or 3 feet of wood blocks the spell. The spell doesn’t by 1d4 for each slot level above 1st. completely within the area of effect are automatically
have to follow a straight line and can travel freely pushed 10 feet away from you by the spell’s effect,
around corners or through openings. Faerie Fire and the spell emits a thunderous boom audible out to
Evocation 1 300 feet.
Vicious Mockery Casting Time: 1 action At Higher Levels: When you cast this spell using a
Enchantment cantrip Range: 60 feet spell slot of 2nd level or higher, the damage increases
Casting Time: 1 action Target: Each object in a 20-foot cube within range by 1d8 for each slot level above 1st.
Range: 60 feet Components: V
Target: A creature you can see and that can hear you Duration: ConcentrationUp to 1 minute Disguise Self
within range Description: Illusion 1
Components: V Each object in a 20-foot cube within range is outlined Casting Time: 1 action
Duration: Instantaneous in blue, green, or violet light (your choice). Any Range: Self
Description: creature in the area when the spell is cast is also Target: Self
You unleash a string of insults laced with subtle outlined in light if it fails a Dexterity saving throw. Components: V S
enchantments at a creature you can see within range. For the duration, objects and affected creatures shed Duration: 1 hour
If the target can hear you (though it need not dim light in a 10-foot radius. Any attack roll against an Description:
understand you), it must succeed on a Wisdom saving affected creature or object has advantage if the You make yourself—including your clothing, armor,
throw or take 1d4 psychic damage and have attacker can see it, and the affected creature or object weapons, and other belongings on your person—look
disadvantage on the next attack roll it makes before can’t benefit from being invisible. different until the spell ends or until you use your
the end of its next turn. action to dismiss it. You can seem 1 foot shorter or
Dissonant Whispers taller and can appear thin, fat, or in between. You can’t
Mage Hand Enchantment 1 change your body type, so you must adopt a form that
Conjuration cantrip Casting Time: 1 action has the same basic arrangement of limbs. Otherwise,
Casting Time: 1 action Range: 60 feet the extent of the illusion is up to you. The changes
Range: 30 feet Target: 1 target wrought by this spell fail to hold up to physical
Target: Components: V inspection. For example, if you use this spell to add a
Components: V S Duration: Instantaneous hat to your outfit, objects pass through the hat, and
Duration: 1 minute Description: anyone who touches it would feel nothing or would
Description: You whisper a discordant melody that only one feel your head and hair. If you use this spell to appear
A spectral, floating hand appears at a point you choose creature of your choice within range can hear, thinner than you are, the hand of someone who
within range. The hand lasts for the duration or until wracking it with terrible pain. The target must make a reaches out to touch you would bump into you while it
you dismiss it as an action. The hand vanishes if it is Wisdom saving throw. On a failed save, it takes 3d6 was seemingly still in midair. To discern that you are
ever more than 30 feet away from you or if you cast psychic damage and must immediately use its disguised, a creature can use its action to inspect your
this spell again. You can use your action to control the reaction, if available, to move as far as its speed appearance and must succeed on an Intelligence
hand. You can use the hand to manipulate an object, allows away from you. The creature doesn’t move into (Investigation) check against your spell save DC.
open an unlocked door or container, stow or retrieve obviously dangerous ground, such as a fire or a pit. On
an item from an open container, or pour the contents a successful save, the target takes half as much
out of a vial. You can move the hand up to 30 feet damage and doesn’t have to move away. A deafened
each time you use it. The hand can’t attack, activate creature automatically succeeds on the save.
magical items, or carry more than 10 pounds. 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.
Suggestion Invisibility Enhance Ability
Enchantment 2 Illusion 2 Transmutation 2
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Touch Range: Touch
Target: A creature you can see within range that can Target: A creature you touch Target: A creature
hear and understand you Components: V S M Components: V S M
Components: V M Duration: ConcentrationUp to 1 hour Duration: ConcentrationUp to 1 hour
Duration: ConcentrationUp to 8 hours Description: Description:
Description: A creature you touch becomes invisible until the spell You touch a creature and bestow upon it a magical
You suggest a course of activity (limited to a sentence ends. Anything the target is wearing or carrying is enhancement. Choose one of the following effects; the
or two) and magically influence a creature you can see invisible as long as it is on the target’s person. The target gains that effect until the spell ends. Bear’s
within range that can hear and understand you. spell ends for a target that attacks or casts a spell. Endurance. The target has advantage on Constitution
Creatures that can’t be charmed are immune to this At Higher Levels: When you cast this spell using a checks. It also gains 2d6 temporary hit points, which
effect. The suggestion must be worded in such a spell slot of 3rd level or higher, you can target one are lost when the spell ends. Bull’s Strength. The
manner as to make the course of action sound additional creature for each slot level above 2nd. target has advantage on Strength checks, and his or her
reasonable. Asking the creature to stab itself, throw carrying capacity doubles. Cat’s Grace. The target has
itself onto a spear, immolate itself, or do some other Hold Person advantage on Dexterity checks. It also doesn’t take
obviously harmful act ends the spell. The target must Enchantment 2 damage from falling 20 feet or less if it isn’t
make a Wisdom saving throw. On a failed save, it Casting Time: 1 action incapacitated. Eagle’s Splendor. The target has
pursues the course of action you described to the best Range: 60 feet advantage on Charisma checks. Fox’s Cunning. The
of its ability. The suggested course of action can Target: A humanoid that you can see within range target has advantage on Intelligence checks. Owl’s
continue for the entire duration. If the suggested Components: V S M Wisdom. The target has advantage on Wisdom checks.
activity can be completed in a shorter time, the spell Duration: ConcentrationUp to 1 minute At Higher Levels: When you cast this spell using a
ends when the subject finishes what it was asked to Description: spell slot of 3rd level or higher, you can target one
do. You can also specify conditions that will trigger a Choose a humanoid that you can see within range. The additional creature for each slot level above 2nd.
special activity during the duration. For example, you target must succeed on a Wisdom saving throw or be
might suggest that a knight give her warhorse to the paralyzed for the duration. At the end of each of its Hypnotic Pattern
first beggar she meets. If the condition isn’t met before turns, the target can make another Wisdom saving Illusion 3
the spell expires, the activity isn’t performed. If you or throw. On a success, the spell ends on the target. Casting Time:
any of your companions damage the target, the spell At Higher Levels: When you cast this spell using a Range: 120
ends. spell slot of 3rd level or higher, you can target on Target:
additional humanoid for each slot level above 2nd. Components: S M
The humanoids must be within 30 feet of each other Duration: 1 minute
when you target them. Description:
You create a twisting pattern of colors that weaves
through the air inside a 30-foot cube within range. The
pattern appears for a moment and vanishes. Each
creature in the area who sees the pattern must make a
Wisdom saving throw. On a failed save, the creature
becomes charmed for the duration. While charmed by
this spell, the creature is incapacitated and has a speed
of 0. The spell ends for an affected creature if it takes
any damage or if someone else uses an action to shake
the creature out of its stupor.