Darkvision. Thanks to your elf blood, you have superior vision in dark 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 discern color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Skill Versatility. You gain proficiency in two skills of your choice.
Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.
Bardic Inspiration: 3/3
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.
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.
Expertise (Persuasion, Performance)
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.
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.
College of Lore
When you join the College of Lore at 3rd level, you gain
proficiency with three skills of your choice. (Perception, History,Arcana)
Also at 3rd level, you learn how to use your wit to
distract, confuse, and otherwise sap the confidence and
competence of 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 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 is successful.
LVL 4 Stat Increase: +1 to CHA +1 DEX
Rapier +6 1d8+3
Dagger +6 1d4+3
Attack Modifier: +7; Save DC: 15
Cantrips: Vicious Mockery, Minor Illusion
Spells Known:SEE SPREADSHEET
Background: Entertainer (Singer)
Feature: By Popular Demand
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 m dest or comfortable standard (depending on the quality of the establishment), as
long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Personality: Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
Ideal: The world is in need of new ideas and bold action. (Chaotic)
Bond: I idolize a hero of the old tales and measure my deeds against that person’s
Flaw: I’m a sucker for a pretty face
Equipment:an entertainer's pack, a Rapier, a dagger, leather armor,A Lute, the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 546 GP, 6SP, 1CP