About Myras HlaviirSpellcasting:
------------Spells------------- -----------Cantrips------------ Dancing Lights Minor Illusion Prestidigitation Vicious Mockery --------------1st---------------
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Skill Proficiencies:
Acrobatics (Dex) Animal Handling (Wis) Arcana (Int) Athletics (Str) Deception (Cha) x2 History (Int) Insight (Wis) Intimidation (Cha) Investigation (Int) Medicine (Wis) Nature (Int) Perception (Wis) Performance (Cha) Persuasion (Cha) x2 Religion (Int) Sleight of Hand (Dex) Stealth (Dex) Survival (Wis) Other Proficiencies:
Armor: Light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: Three musical instruments of your choice Saving Throws: Dexterity, Charisma Equipment:
-----------Weapons------------
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Leather (1)
Treasure:
15 GP Bard Class Features:
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 Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list. Cantrips
Spell Slots
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. Spells Known of 1st Level and Higher
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 class, 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
Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Ritual Casting
Spellcasting Focus
Bardic Inspiration
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
Song of Rest
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
Expertise
Ability Score Improvement
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Font of Inspiration
Countercharm
Expertise
Magical Secrets
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. Magical Secrets
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 18th level. Magical Secrets
The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. Superior Inspiration
College of Lore Features:
Bard Colleges The way of a bard is gregarious. Bards seek each other out to swap songs and stories, boast of their accomplishments, and share their knowledge. Bards form loose associations, which they call colleges, to facilitate their gatherings and preserve their traditions. Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king. The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic. The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority. Bonus Proficiencies
Cutting Words
Additional Magical Secrets
Peerless Skill
Other Traits:
Hit Dice: 1d8 per bard level Darkvision: 60 ft. Court Functionary. Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are. . Drow Magic. You forgo Skill Versatility and instead take the elf trait Drow Magic: You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells. Everybody’s Friend. Prerequisite: Half-elf
Fey Ancestry. Advantage on charmed saves and immune to sleep magic. Jack of All Trades. +1 to ability checks that don't already include your proficiency bonus. Song of Rest. With a song, you and friendly creatures gain 1d6 additional healing at the end of a short rest.
Backstory:
My human mother was captured in battle and carried to the Underdark where she was forced into slavery. Her master was my father. When she ceased to be to his liking, he coldly sold her at auction. Having discovered I had some ability with musical and rhetorical ability, I was used as a bargaining chip in a political scheme whereby I was traded into service of a wealthy and politically prestigious House. There I was a servant musician for a matron mother. I learned when to hold my tongue and eventually climbed the ranks, doubling as bard and cupbearer. There I labored many months until I began to long for power of my own. Hoping to take a more prestigious role within the House, I arranged for one of my superiors to be assassinated. My scheme failed when the assassin betrayed my plans to the matron mother, hoping to gain her favor for himself. I was beaten and brutally tortured, and left in a dungeon to rot away before being sacrificed to Lolth. In this dungeon, I began humming a tune, hoping to charm the guardswoman. When she came by my cell, leaning close to the bars to hear my melody and rhyme more closely, I grabbed her neck, reached for the dagger on her hip, and quickly silenced her. Knowing I had precious few minutes to escape, I fled the prison into the surrounding Underdark. In addition to the guards who now pursue me, my matron mother hired drow warriors and hunters to track me down. |