Tiefling Bard
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Nana - Nania

Race: Thiefling Class: Bard Background: Entertainer Aligment: Chaotic Neutral
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd
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 Countersong, Bard Collage 3 9 + 2 4 3 3

Performing Nana, Enhance Ability (Cha), Lucky, Prestigitiation, Minor Illusion
Inspiring Nana, Inspiration (d6), Invisibility, Help Action, Cutting Words (d6)
Wrathful Nana, Heat Metal, Sleep, Cutting Words (d6)
Soothing Nana, Healing Word, Vicious Mockery Cantrip/Help Action

S t a t s
Racial +1 int, +2 Cha
Str 9 [-1], Con 10 [+0], Dex 12 [+1],
Int 15 [+2], Wis 10 [+0], Cha 16 [+3]

P r o f i c i e n c i e s
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Violin, Harp, Lute, Piano, Disguise kit

Saving Throws: Dexterity +4, Charisma +6
S k i l l s
Acrobatics +4, Animal handling +3, Arcana +5, Athletics +1, Deception [e] +9, History +3, Insight +1, Intimidation +4. Investigation +3, Medicine +1, Nature +3, Perception +1, Performance +6, Persuasion [e] +9, Religion +3, Sleight of hand +4, Stealth +4, Survival +1

HitPoint (4th level): 8+25 = 33

L a n g u a g e s
You can speak, read, and write Common and Infernal.


E q u i p m e n t:
Violin and Lute (Musical instruments), the favor o f an admirer (love letter, lock of hair, or trinket), Component Pouch. Set of fine clothes, a pouch containing Soap and 3 x Vials of Perfume and a belt pouch containing 38 gp
A Rapier +1 (Att +5; Hit: 1d8+2, finesse), Studded leather armor (12 + dex; AC: 13), Dagger, Violin (Musical instrument)
Shortbow 25 gp (Att +4; Hit: 1d6) piercing 2 lb. Ammunition (range 80/320), two-handed

E n t e r t a i n e r ’ s P a c k (Bard).
Includes a backpack, a bedroll, 3 costumes, 5 candles, 5 days o f rations, a waterskin, and a disguise kit.

E x p l o r e r ’ s P a c k (10 gp).
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope
strapped to the side of it.

A d d i t i o n a l
Traveling clothes, King Compass. Healing potion, 8 copper, 7 tin


D a r k v i s i o n
Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet o f you as if it w ere bright light, and in darkness as if it w ere dim light. You can’t discern color in darkness, only shades o f gray.

H e l l i s h R e s i s t a n c e
You have resistance to fire damage.

I n f e r n a l L e g a c y
You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.


E n t e r t a i n e r R o u t i n e s
A good entertainer is versatile, spicing up every performance with a variety o f different routines.
Dancer, Instrumentalist and Singer

F e a t u r e : By P o p u l a r D e m a n d
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality o f the establishment), as long as you perform each night. In addition, your performance makes you something o f a local figure. When strangers recognize you in a town where you have
performed, they typically take a liking to you.

P e r s o n a l i t y T r a i t
I hate talking about my past and prefer lies - or tragic stories
Blood and Love - there is no other bond that ties people truly

I d e a l
Change The low are lifted up, and the high and mighty are brought down. Change is the nature o f things. (Chaotic)

B o n d
I've been searching my whole life for my family - and will do everything for them if they take me back

F l a w
My devil blood heats me up - and I like it, even if I hate to admit it

L u c k y (Feat)
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one o f your luck points after you roll the die, but before the outcome is determined. You choose which o f the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome o f a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points w hen you finish a long rest.


R i t u a l C a s t i n g
You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Sp e l l c a s t in g F o c u s
You can use a musical instrument (found in chapter 5)

B a r d i c I n s p i r a t i o n
You can inspire others through stirring w ords 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. as a spellcasting focus for your bard spells.
You can use this feature a number o f times equal to your Charisma modifier (a minimum o f once). You regain any expended uses when you finish a long rest.

J a c k o f A l l T r a d e s
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.

S o n g o f R e s t
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 w ho can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

E x p e r t i s e [e]
At 3rd level, choose two of your skill proficiencies ( Deception and Persuasion). Your proficiency bonus is doubled for any ability check you make that uses either o f the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.

B o n u s P r o f i c ie n c ie s
When you join the College o f Lore at 3rd level, you gain proficiency with three skills o f your choice.

C u t t i n g W o r d s
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence o f others. When a creature that you can see within 60 feet o f you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one o f your uses o f 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.


B a r d S p e l l s
C a n t r i p s (0 L e v e l )
Minor Illusion
Prestidigitation
Vicious Mockery

1s t L e v e l
Cure Wounds
Healing Word
Sleep
Bless

2ND L e v e l
Animal Messenger - Ritual
Enhance Ability
Invisibility
Suggestion

3rd L e v e l
Major Image
Leomunds Tiny Hut - Ritual
Fly


M in o r I l l u s i o n
Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit o f fleece)
Duration: 1 minute
You create a sound or an image o f 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 o f 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 o f 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.

P r e s t i d i g i t a t io n
Transmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a minor m agical 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 o f 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 o f 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 o f your next turn.
If you cast this spell multiple times, you can have up to three o f its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

V i c i o u s M o c k e r y
Enchantment cantrip
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You unleash a string o f 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 o f its next turn. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).


B le s s
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling o f holy water)
Duration: Concentration, up to 1 minute
You bless up to three creatures o f your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll
a d4 and add the number rolled to the attack roll or saving throw.
A t Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, you can target one additional creature for each slot level above 1st.

H e a l i n g W o r d
1st-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature o f 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.
At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

S l e e p
1st-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch o f fine sand, rose petals,
or a cricket)
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of
a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next
lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.


E n h a n c e A b i l i t y
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (fur or a feather from a beast)
Duration: Concentration, up to 1 hour.
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
Eagle’s Splendor. The target has advantage on Charisma checks.
Fox’s Cunning. The target has advantage on Intelligence checks.
Owl’s Wisdom. The target has advantage on Wisdom checks.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

I n v i s i b i l i t y
2nd-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (an eyelash encased
in gum arabic)
Duration: Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is w earing 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.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.


T h a u m a t u r g y
Transmutation cantrip (Thiefling)
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute
You manifest a minor wonder, a sign o f supernatural power, within range. You create one o f the following magical effects within range:
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker, brighten, dim, or change color for 1 minute.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point o f your choice within range, such as a rumble o f thunder, the cry o f a raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
• You alter the appearance o f your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three o f its 1-minute effects active at a time, and you can dismiss such an effect as an action.

H e l l i s h R e b u k e
1st-level evocation (Tiefling - cast as 2nd level spell)
Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet o f you that you can see
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, the damage increases by 1dlO for each slot level above 1st.

D a r k n e s s
2nd-level evocation (Thiefling)
Casting Time: 1 action
Range: 60 feet
Components: V, M (bat fur and a drop of pitch or piece o f coal)
Duration: Concentration, up to 10 minutes
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being w orn or carried, the darkness emanates from the object and moves with it. Completely covering the source o f the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area o f light created by a spell o f 2nd level or lower, the spell that created the light is dispelled.


M a jo r I m a g e
3rd-level illusion
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit o f fleece)
Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench).
As long as you are within range o f the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image o f a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image, and its other sensory qualities become faint to the creature.
At Higher Levels. When you cast this spell using a spell slot o f 6th level or higher, the spell lasts until dispelled, without requiring your concentration.

S u g g e s t i o n
2nd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop o f sweet oil)
Duration: Concentration, up to 8 hours
You suggest a course o f activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course o f action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously
harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course o f action you described to the best o f its ability. The suggested course o f action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it w as asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed. If you or any o f your companions damage the target, the spell ends.

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