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Level 13 Succubus Bard, College of Whispers 120000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Kara/Anne
Entertainer Chaotic Neutral Asmodeus Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you as if
STRENGTH Mind Sharpener Studded Leather 17 it were bright light, and in darkness as if it were dim light.
PROFICIENCY BONUS +5
-1
SHIELD Cantrip Caster. When you cast a cantrip that requires you to
AC make a ranged attack roll, the cantrip's range is doubled. If a
cantrip has a range of touch, you can instead cast it with a
N
CIE C
Cloak of Protection (1) range of 30 feet. If a cantrip deals damage, it deals extra
+0 Strength Failed Wisdom Check: Reactions 1d6 damage equal to your spellcasting modifier. When casting a
Y
PROFI

8 1-3 Rage cantrip with a casting time of one action, you can choose to
✘ +10 Dexterity 4-6 Shock cast it twice, instead of once, as a single action. Once you use
this feature, you must finish a short or long rest before you
+3 Constitution ARMOR CLASS can use it again.
DEXTERITY Warlock. Spellcasting ability: Charisma.
+2 Intelligence
MAXIMUM HIT DICE TEMPORARY

+4 +3 Wisdom Actor. You have advantage on Deception and Performance


95 13d8 checks when trying to pass yourself off as a different
✘ +11 Charisma person.You can mimic the speech of another person or the
CONDITIONAL sounds made by other creatures. You must have heard the
person speaking, or heard the creature make the sound, for
18 at least 1 minute. A successful Insight check contested by
your Deception check allows a listener to determine that the
CURRENT HIT POINTS effect is faked.
CONSTITUTION DEATH SAVING THROWS
Eldritch Adept.
SAVING THROWS
Agonizing Blast. When you cast eldritch blast, add 5 to the
+2 N
CIE C

+9 Acrobatics (Dex)
SPEED
30ft.
FLY
30ft.
CLIMB
0ft.
SWIM
0ft.
damage it deals on a hit.
Y
PROFI


Practiced Expert. Your proficiency bonus is doubled for any
RT

EXPE

+4 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION ability check you make that uses the chosen proficiency.
15 +3 Arcana (Int) Darkvision Bardic Inspiration (Bonus Action—5/Long Rest). Inspire one
creature other than yourself within 60 feet of you who can
+1 Athletics (Str) hear you. It gains one Bardic Inspiration die, a d10.Once
INTELLIGENCE ✘✘ +15 Deception (Cha)
within the next 10 minutes, the creature can roll the die and
add the number rolled to one ability check, attack roll, or

+1 +3 History (Int) saving throw it makes.

✘ +7 Insight (Wis) Song of Rest. You or any friendly creatures who can hear your
performance regain hp at the end of the short rest by
+7 Intimidation (Cha) SPEED, SENSES, & CONDITIONS spending one or more Hit Dice, each of those creatures
12 ✘✘ +11 Investigation (Int)
regains an extra 1d10 hit points.
Fiendish Nature. Your creature type is considered to be both Fiend Font of Inspiration. You regain all of your expended uses of
+4 Medicine (Wis) and Humanoid, and you are considered to have the "Shapechanger"
tag. You are also vulnerable to radiant damage.
Bardic Inspiration when you finish a short or long rest.
WISDOM +3 Nature (Int)
Shapechanger (Action). You can transform your appearance or revert Countercharm (Action). You can start a performance that

+2 ✘✘ +15
+4 Perception (Wis)
Performance (Cha)
to your natural form. You can't duplicate the appearance of a creature
you've never seen, and you revert to your natural form if you die. You
decide what you look like entirely, even as a member of another race;
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
you lose the flying speed if your current form does not have wings; charmed.
✘✘ +15 Persuasion (Cha) otherwise, none of your game statistics change. You also can't appear
14 +3 Religion (Int)
as a creature of a different size than you, and your basic shape stays
the same, but your clothing and other equipment don't change in Psychic Blades. Expend one use of Bardic Inspiration to deal
appearance. If a creature suspects something is amiss, you have an extra 5d6 psychic damage on a hit with a weapon attack.
✘✘ +14 Sleight of Hand (Dex) advantage on any Charisma (Deception) check you make to avoid
detection. Words of Terror (1/Short Rest). When speeking to a
CHARISMA +6 Stealth (Dex)
Silver Tongue. If you spend 1 minute talking to someone who can humanoid for 1 minute, you can try to frighten it. At the end

+5
understand what you say, you can make a Charisma (Persuasion) of the minute, it makes a DC18 Wisdom saving throw. On a
+4 Survival (Wis) fail, it is frightened of you, or another creaute of your choice,
check contested by the creature's Wisdom (Insight) check. If you or
SKILLS your companions are fighting the creature, your check automatically for 1 hour(or until it is attacked, damaged, or sees its allies
fails. If your check succeeds, the target is magically charmed by you as being attacked or damaged.) On a succes, it has no idea you
long as it remains within 60 feet of you and for 1 minute thereafter. tried to frighten it.
20 14 PASSIVE PERCEPTION
Wings. You have a pair of wings that give you a flying speed of 30 feet.
You cannot use this fly speed if you are wearing medium or heavy Mantle of Whispers (Reaction—1/Short Rest). When a
armor or if your current form granted by your shapechanger trait does humanoid dies within 30ft of you, you can capture its
not have wings. shadow. You retain it until you use it, or finish a long rest. You
ADVANTAGE
can use this shadow as action, making you look like the dead
person for 1 hour. You know all things it would freely share, in
INITIATIVE +6 1 Attack / Attack Action RACIAL TRAITS order to pass off as the person. A creature can try to look
through the disguise with a Insight check vs your Deception
+5.
NAME RANGE ATTACK DAMAGE / TYPE
Dancing Rapier 5 ft +9 vs AC 1d8+4 piercing
Finesse
FEATURES & TRAITS

Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons, Crossbow,


Hand, Longsword, Rapier, Shortsword

Tool Proficiencies. Flute, Lute, Pan flute, Disguise


kit, Lyre, Carpenter’s tools

Languages. Common, Infernal, Elvish, Abyssal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female 4'9" 110 lb.
GENDER AGE HEIGHT WEIGHT
Kara/Anne
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics
can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or
captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art
I get bitter if I’m not the center of attention. is your life.
I’m a hopeless romantic, always searching for that
“special someone.”

PERSONALITY TRAITS

People. I like seeing the smiles on people’s faces


when I perform. That’s all that matters. (Neutral)

IDEAL

I idolize a hero of the old tales and measure my


deeds against that person’s.

BOND

I once satirized a noble who still wants my head. It


was a mistake that I will likely repeat.

FLAW BACKGROUND STORY

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 modest 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.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Boots of Elvenkind. While you wear these boots, your
steps make no sound, regardless of the surface you are
Drum 1 3 [Dancing Rapier] 1 2 moving across. You also have advantage on Dexterity
Flute 1 1 [Mind Sharpener Studded Leather] 1 13 (Stealth) checks that rely on moving silently.
Lute 1 2 [Boots of Elvenkind] 1 —
Ring of Truth Telling. While wearing this ring, you have
Pan flute 1 2 [Ring of Truth Telling] 1 — advantage on Wisdom (Insight) checks to determine
Studded Leather 1 13 [Ring of Faerie] 1 — whether someone is lying to you.
Dagger 1 1 [Cloak of Protection] 1 — Ring of Faerie. This delicate silver ring is carved in a
Rapier 1 2 Bag of Holding 1 15 pattern of interlocking leaves and is set with a moss
agate. While wearing this ring, you gain the following
Disguise Kit 1 3 Potion of Superior Healing 2 1 benefits:
Component Pouch 1 2 Potion of Healing 6 3 • Your Dexterity score increases by 2, to a maximum
Potion of Greater Healing 4 2 of 20.
• You have advantage on Charisma (Persuasion)
checks made to interact with elves.

In addition, while attuned to the ring, your facial


features soften, becoming more graceful and unearthly.
If you aren’t an elf, you gain the following additional
benefits while wearing the ring:
• You have advantage on saving throws against being
charmed, and magic can’t put you to sleep.
• You have darkvision out to a range of 60 feet.
• You can speak, read, and write Elvish.

Dancing Rapier. You can use a bonus action to toss this


magic sword into the air and speak the command word.
When you do so, the sword begins to hover, flies up to
ATTUNED MAGIC ITEMS 4 / 3 30 feet, and attacks one creature of your choice within 5
feet of it. The sword uses your attack roll and ability
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb score modifier to damage rolls.
While the sword hovers, you can use a bonus action to
cause it to fly up to 30 feet to another spot within 30
feet of you. As part of the same bonus action, you can
cause the sword to attack one creature within 5 feet of
it.
After the hovering sword attacks for the fourth time, it
flies up to 30 feet and tries to return to your hand. If you
have no hand free, it falls to the ground at your feet. If
the sword has no unobstructed path to you, it moves as
close to you as it can and then falls to the ground. It also
ceases to hover if you grasp it or move more than 30
feet away from it.

Cloak of Protection. You gain a +1 bonus to AC and


saving throws while you wear this cloak.
COPPER SILVER ELECTRUM GOLD PLATINUM
Mind Sharpener Studded Leather. The infused item can
0 0 0 7118 10000 send a jolt to the wearer to refocus their mind. While
wearing this infused item, whenever the creature fails a
Constitution saving throw to maintain concentration on
ENCUMBRANCE — LIFTING AND CARRYING a spell, it can use its reaction to succeed instead.
WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

407.4 lb / 120 lb 240 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

Jewler chest (2500g worth of gems).

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Bard Charisma 18 +10
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6 1
Mending Fire Whip Psychic Crush
Mind Sliver Psionic Blast
Prestidigitation
Vicious Mockery

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7 1
EPAR
SPELL NAME Nybor’s Stern Reproof
ED
PR

Bane

Charm Person
4 3
Feather Fall

Inflict Pain Polymorph


SPELLS KNOWN

Unearthly Chorus

8 0

2 3
Heartache

Suffer

Suggestion
5 2
Banshee’s Grievance
9 0
Forgotten Pain

Telekinesis

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Other Spells
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0
Eldritch Blast (Warlock)

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 0 7 0
EPAR
SPELL NAME
ED
PR

4 0
SPELLS KNOWN

8 0

2 0

5 0
9 0

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Eldritch Blast Mending Mind Sliver
Evocation Cantrip Transmutation Cantrip Enchantment Cantrip

CASTING TIME 1 action CASTING TIME 1 minute CASTING TIME 1 action


RANGE 120 feet RANGE Touch RANGE 60 feet
DURATION Instantaneous DURATION Instantaneous DURATION 1 round
COMPONENTS V, S COMPONENTS V, S, M (two lodestones) COMPONENTS V

A beam of crackling energy streaks toward a creature within range. This spell repairs a single break or tear in an object you touch, such as You drive a disorienting spike of psychic energy into the mind of one
Make a ranged spell attack against the target. On a hit, the target broken chain link, two halves of a broken key, a torn cloak, or a creature you can see within range. The target must make an
takes 1d10 force damage. leaking wineskin. As long as the break or tear is no larger than 1 foot Intelligence saving throw. Unless the saving throw is successful, the
The spell creates more than one beam when you reach higher in any dimension, you mend it, leaving no trace of the former target takes 1d6 psychic damage, and the first time it makes a saving
levels: two beams at 5th level, three beams at 11th level, and four damage. This spell can physically repair a magic item or construct, throw before the end of your next turn, it must roll a d4 and subtract
beams at 17th level. you can direct the beams at the same target or but the spell can’t restore magic to such an object. the number rolled from the save.
at different ones. Make a separate attack roll for each beam. This spell’s damage increases by 1d6 when you reach certain levels:
5th level (2d6), 11th level (3d6), and 17th level (4d6).

Warlock Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) UA: Fighter, Rogue, and Wizard

Prestidigitation Vicious Mockery Bane


Transmutation Cantrip Enchantment Cantrip 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 10 feet RANGE 60 feet RANGE 30 feet
DURATION Up to 1 hour DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V COMPONENTS V, S, M (a drop of blood)

This spell is a minor magical trick that novice spellcasters use for You unleash a string of insults laced with subtle enchantments at a Up to three creatures of your choice that you can see within range
practice. You create one of the following magical effects within creature you can see within range. If the target can hear you (thought must make Charisma saving throws. Whenever a target that fails this
range: it need not understand you), it must succeed on a Wisdom saving saving throw makes an attack roll or a saving throw before the spell
• You create an instantaneous, harmless sensory effect, such as a throw or take 1d4 psychic damage and have disadvantage on the ends, the target must roll a d4 and subtract the number rolled from
shower of sparks, a puff of wind, faint musical notes, or an odd odor. next attack roll it makes before the end of its next turn. This spell’s the attack roll or saving throw.
• You instantaneously light or snuff out a candle, a torch, or a damage increases by 1d4 when you reach 5th level (2d4), 11th level At Higher Levels. When you cast this spell using a spell slot of 2nd
small campfire. (3d4) and 17th level (4d4) level or higher, you can target one additional creature for each slot
• You instantaneously clean or soil an object no larger than 1 cubic level above 1st.
foot.
• You chill, warm, or flavor up to 1 cubic foot of 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 of your next turn.

If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.

Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook

Charm Person Feather Fall Inflict Pain


1st-level enchantment 1st-level transmutation 1st-level necromancy

CASTING TIME 1 action CASTING TIME 1 reaction CASTING TIME 1 action


RANGE 30 feet RANGE 60 feet RANGE Touch
DURATION 1 hour DURATION 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, M (a small feather or piece of down) COMPONENTS V, S

You attempt to charm a humanoid you can see within range. It must Reaction: When you or a creature within 60 feet of you falls Choose You touch a creature, inflicting them with negative energy and
make a Wisdom saving throw, and does so with advantage if you or up to five falling creatures within range. A falling creature’s rate of racking them with excruciating pain. The target must succeed on a
your companions are fighting it. If it fails the saving throw, it is descent slows to 60 feet per round until the spell ends. If the creature Constitution saving throw or take 1d10 necrotic damage and become
charmed by you until the spell ends or until you or your companions lands before the spell ends, it takes no falling damage and can land incapacitated with pain until the start of your next turn.
do anything harmful to it. The charmed creature regards you as a on its feet, and the spell ends for that creature.
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.

Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Dark Arts Player’s Companion
Unearthly Chorus Heartache Suffer
1st-level illusion 2nd-level enchantment (high elven) 2nd-level necromancy

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Self (30-foot radius) RANGE 30 feet RANGE 30 feet
DURATION Concentration, up to 10 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V COMPONENTS V, S, M (a silver locket) COMPONENTS V, S

Music of a style you choose fills the air around you in a 30-foot You force an enemy to experience pangs of unrequited love and True misery is more than pain entering the mind; it is pain entering
radius. The music spreads around corners and can be heard from up emotional distress. These feelings manifest with such intensity that the soul.
to 100 feet away. The music moves with you, centered on you for the the creature suffers 5d6 psychic damage a failed Charisma saving, or You point at a creature within range and speak a terrible word,
duration. half damage on with a successful saving throw. commanding them to suffer. The target must make a Charisma saving
Until the spell ends, you make Charisma (Performance) checks with At Higher Levels. When you cast this spell using a spell slot of 3rd throw. If they fail, they take 2d8 necrotic damage and 2d8 psychic
advantage. In addition, you can use a bonus action on each of your level or higher, you can target an additional enemy for each slot level damage and they have disadvantage on Strength and Dexterity ability
turns to beguile one creature you choose within 30 feet of you that above 2nd. checks for 1 minute. If they succeed, they take half as much damage
can see you and hear the music. The creature must make a Charisma Ritual Focus. If you expend your ritual focus, the target is also and do not have disadvantage.
saving throw. If you or your companions are attacking it, the creature incapacitated for 1 round, if it fails the saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd
automatically succeeds on the saving throw. On a failure, the level or higher, the necrotic damage or the psychic damage (your
creature becomes friendly to you for as long as it can hear the music choice) increases by 1d8 per slot level above 2nd.
and for 1 hour thereafter. You make Charisma (Deception) checks
and Charisma (Persuasion) checks against creatures made friendly by
this spell with advantage.

Spellcasting (Bard) UA: Starter Spells Spellcasting (Bard) Deep Magic: Elven High Magic Spellcasting (Bard) The Compendium of Forgotten Secrets

Suggestion Fire Whip Psionic Blast


2nd-level enchantment 3rd-level evocation 3rd-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE 30 feet RANGE Self (30-foot cone)
DURATION Concentration, up to 8 hours DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, M (a snake’s tongue and either a bit of honeycomb or a drop of COMPONENTS V, S COMPONENTS V
sweet oil)

You suggest a course of activity (limited to a sentence or two) and You create a whip made of scorching flame and select one creature You unleash a destructive wave of mental power in a 30-foot cone.
magically influence a creature you can see within range that can hear within range, with the intention of unbalancing it. The target must Each creature in the area must make a Dexterity saving throw. On a
and understand you. Creatures that can’t be charmed are immune to make a Dexterity saving throw. On a failed save, the target takes 5d8 failed save, a target takes 5d8 force damage, is pushed 20 feet
this effect. The suggestion must be worded in such a manner as to fire damage and you choose to knock it prone or to pull it up to 30 directly away from you, and is knocked prone. On a successful save, a
make the course of action sound reasonable. Asking the creature to feet closer to your location. target takes half as much damage and isn’t pushed or knocked prone.
stab itself, throw itself onto a spear, immolate itself, or do some At Higher Levels. When you cast this spell using a spell slot of 4th At Higher Levels. When you cast this spell using a spell slot of 4th
other obviously harmful act ends the spell. level or higher, the damage increases by 1d8 and you can pull the level or higher, the damage increases by 1d8 for each slot level above
The target must make a Wisdom saving throw. On a failed save, it target an additional 5 feet for each slot level above 3rd. 3rd.
purses the course of action you described to the best of its ability.
The suggested course of 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 was 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
five her warhorse to the first beggar she meets.
If the condition isn’t met before the spell expires, the activity isn’t
preformed. If you or any of your companions damage the target, the
spell ends.

Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Grimlore’s Grimoire Spellcasting (Bard) UA: Fighter, Rogue, and Wizard

Polymorph Banshee’s Grievance Forgotten Pain


4th-level transmutation 5th-level enchantment 5th-level enchantment

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE Self (30-foot radius) RANGE 60 feet
DURATION Concentration, up to 1 hour DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a caterpillar cocoon) COMPONENTS V COMPONENTS V

This spell transforms a creature that you can see within range into a You unleash a mournful wail, harming creatures of your choosing that Suffering felt, even long ago, is easily magnified. A cut hand becomes
new form. An unwilling creature must make a Wisdom saving throw are within range and can hear you. A target must succeed on a a severed arm, and a broken bone becomes a broken mind.
to avoid the effect. The spell has no effect on a shapechanger or a Constitution saving throw or take 10d8 psychic damage and become You call back to dark times, inflicting an ancient magical torture
creature with 0 hit points. deafened for 1 minute. At the end of each of its turns, a deafened upon a foe. The creature takes 4d6 damage of the type most recently
The transformation lasts for the duration, or until the target drops creature can make another Constitution saving throw. On a success, inflicted upon it if it fails a Charisma saving throw. While you
to 0 hit points or dies. The new form can be any beast whose the spell ends on the creature. This spell has no effect on undead or maintain concentration on this spell, you can use a bonus action to
challenge rating is equal to or less than the target’s (or the target’s constructs. force the target make a Charisma saving throw, taking 4d6 damage of
level, if it doesn’t have a challenge rating). The target’s game At Higher Levels. When you cast this spell using a spell slot of 6th that type if they fail.
statistics, including mental ability scores, are replaced by the level or higher, the damage increases by 1d8 for each slot level above
statistics of the chosen beast. It retains its alignment and personality. 5th.
The target assumes the hit points of its new form. When it reverts
to its normal form, the creature returns to the number of hit points it
had before it transformed. If it reverts as a result of dropping to 0 hit
points, any excess damage carries over to its normal form. As long as
the excess damage doesn’t reduce the creature’s normal form to 0
hit points, it isn’t knocked unconscious.
The creature is limited in the actions it can perform by the nature
of its new form, and it can’t speak, cast spells, or take any other
action that requires hands or speech.
The target’s gear melds into the new form. The creature can’t
activate, use, wield, or otherwise benefit from any of its equipment.

Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Grimlore’s Grimoire Magical Secrets (Bard) The Compendium of Forgotten Secrets
Telekinesis Psychic Crush Nybor’s Stern Reproof
5th-level transmutation 6th-level enchantment 7th-level enchantment

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE 60 feet RANGE 30 ft.
DURATION Concentration, up to 10 minutes DURATION 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a thin steel switch at least 2 ft. long, the end of which is
bound in gold, worth at least 100 gp)

You gain the ability to move or manipulate creatures or objects by thought. You overload the mind of one creature you can see within range, An amplified version of Nybor’s gentle reminder, this spell causes
When you cast the spell, and as your action each round for the duration, you filling its psyche with discordant emotions. The target must make an your target to be wracked with white-hot agony. The target must
can exert your will on one creature or object that you can see within range, Intelligence saving throw. On a failed save, the target takes 12d6 make a successful Constitution saving throw or be reduced to 0 hit
causing the appropriate effect below. You can affect the same target round
after round, or choose a new one at any time. If you switch targets, the prior psychic damage and is stunned for 1 minute. On a successful save, points. If the target succeeds on this saving throw, it must then
target is no longer affected by the spell. the target takes half as much damage and isn’t stunned. succeed on a Wisdom saving throw or be stunned until the end of its
Creature. You can try to move a Huge or smaller creature. Make an ability The stunned target can make an Intelligence saving throw at the next turn. Irrespective of whether the target succeeds on either of
check with your spellcasting ability contested by the creature’s Strength check. end of each of its turns. On a successful save, the spell ends on the these saves, they have disadvantage on all ability checks, attack rolls,
If you win the contest, you move the creature up to 30 feet in any direction, target. and saving throws for the duration. In addition, any spellcasters’
including upward but not beyond the range of this spell. Until the end of your targeted by this spell must immediately make a concentration check
next turn, the creature is restrained in your telekinetic grip. A creature lifted at disadvantage if they are concentrating on a spell.
upward is suspended in mid-air.
On subsequent rounds, you can use your action to attempt to maintain your
telekinetic grip on the creature by repeating the contest.
Object. You can try to move an object that weighs up to 1,000 pounds. If the
object isn’t being worn or carried, you automatically move it up to 30 feet in
any direction, but not beyond the range of this spell.
If the object is worn or carried by a creature, you must make an ability check
with your spellcasting ability contested by that creature’s Strength check. If
you succeed, you pull the object away from that creature and can move it up
to 30 feet in any direction but not beyond the range of this spell.
You can exert fine control on objects with your telekinetic grip, such as
manipulating a simple tool, opening a door or a container, stowing or
retrieving an item from an open container, or pouring the contents from a vial.

Magical Secrets (Bard) Player’s Handbook Spellcasting (Bard) UA: Fighter, Rogue, and Wizard Spellcasting (Bard) The Great Dale
Dancing Rapier
Martial Melee Weapon

RANGE 5 ft
ATTACK +9 vs AC
DAMAGE 1d8+4 piercing
Finesse
Drum Flute Lute
Musical Instruments Musical Instruments Musical Instruments

If you have proficiency with the drum, you can add your If you have proficiency with the flute, you can add your If you have proficiency with the lute, you can add your
proficiency bonus to any ability checks you make to play proficiency bonus to any ability checks you make to play proficiency bonus to any ability checks you make to play
music with the instrument. A bard can use a musical music with the instrument. A bard can use a musical music with the instrument. A bard can use a musical
instrument as a spellcasting focus. instrument as a spellcasting focus. instrument as a spellcasting focus.

3 lbs. Player’s Handbook 1 lbs. Player’s Handbook 2 lbs. Player’s Handbook

Pan flute Studded Leather Dagger


Musical Instruments Armor Weapons

If you have proficiency with the pan flute, you can add your Made from tough but flexible leather, studded leather is
proficiency bonus to any ability checks you make to play reinforced with close-set rivets or spikes.
music with the instrument. A bard can use a musical
instrument as a spellcasting focus.

2 lbs. Player’s Handbook 13 lb. Player’s Handbook 1 lb. Player’s Handbook

Rapier Disguise Kit Component Pouch


Weapons Tools Adventuring Gear

The perfect tool for anyone who wants to engage in trickery, a disguise A component pouch is a small, watertight leather belt
kit enables its owner to adopt a false identity. pouch that has compartments to hold all the material
Components. A disguise kit includes cosmetics, hair dye, small props,
and a few pieces of clothing. components and other special items you need to cast your
Deception. In certain cases, a disguise can improve your ability to spells, except for those components that have a specific
weave convincing lies. cost (as indicated in a spell's description).
Intimidation. The right disguise can make you look more fearsome,
whether you want to scare someone away by posing as a plague victim
or intimidate a gang of thugs by taking the appearance of a bully.
Performance. A cunning disguise can enhance an audience’s
enjoyment of a performance, provided the disguise is properly designed
to evoke the desired reaction.
Persuasion. Folk tend to trust a person in uniform. If you disguise
yourself as an authority figure, your efforts to persuade others are often
more effective.
Create Disguise. As part of a long rest, you can create a disguise. It
takes you 1 minute to don such a disguise once you have created it. You
can carry only one such disguise on you at a time without drawing undue
attention, unless you have a bag of holding or a similar method to keep
them hidden. Each disguise weighs 1 pound.
At other times, it takes 10 minutes to craft a disguise that involves
moderate changes to your appearance, and 30 minutes for one that
requires more extensive changes.
DISGUISE KIT
Activity DC
Cover injuries or distinguishing marks 10
Spot a disguise being used by someone else 15
Copy a humanoid’s appearance 20

2 lb. Player’s Handbook 3 lbs. Player’s Handbook 2 lb. Player’s Handbook


Boots of Elvenkind Ring of Truth Telling Ring of Faerie
Wondrous Items Rings Rings

While you wear these boots, your steps make no sound, While wearing this ring, you have advantage on Wisdom This delicate silver ring is carved in a pattern of interlocking
regardless of the surface you are moving across. You also (Insight) checks to determine whether someone is lying to leaves and is set with a moss agate. While wearing this ring,
have advantage on Dexterity (Stealth) checks that rely on you. you gain the following benefits:
moving silently. • Your Dexterity score increases by 2, to a maximum of
20.
• You have advantage on Charisma (Persuasion) checks
made to interact with elves.

In addition, while attuned to the ring, your facial features


soften, becoming more graceful and unearthly. If you aren’t
an elf, you gain the following additional benefits while
wearing the ring:
• You have advantage on saving throws against being
charmed, and magic can’t put you to sleep.
• You have darkvision out to a range of 60 feet.
• You can speak, read, and write Elvish.

0 lb. Dungeon Master’s Guide 0 lb. Waterdeep: Dragon Heist 0 lb. Mordenkainen’s Tome of Marvelous Magic II

Dancing Rapier Cloak of Protection Bag of Holding


Weapons Wondrous Items Wondrous Items

You can use a bonus action to toss this magic sword into You gain a +1 bonus to AC and saving throws while you This bag has an interior space considerably larger than its
the air and speak the command word. When you do so, the wear this cloak. outside dimensions, roughly 2 feet in diameter at the
sword begins to hover, flies up to 30 feet, and attacks one mouth and 4 feet deep. The bag can hold up to 500
creature of your choice within 5 feet of it. The sword uses pounds, not exceeding a volume of 64 cubic feet. The bag
your attack roll and ability score modifier to damage rolls. weighs 15 pounds, regardless of its contents. Retrieving an
While the sword hovers, you can use a bonus action to item from the bag requires an action.
cause it to fly up to 30 feet to another spot within 30 feet If the bag is overloaded, pierced, or torn, it ruptures and
of you. As part of the same bonus action, you can cause the is destroyed, and its contents are scattered in the Astral
sword to attack one creature within 5 feet of it. Plane. If the bag is turned inside out, its contents spill forth,
After the hovering sword attacks for the fourth time, it unharmed, but the bag must be put right before it can be
flies up to 30 feet and tries to return to your hand. If you used again. Breathing creatures inside the bag can survive
have no hand free, it falls to the ground at your feet. If the up to a number of minutes equal to 10 divided by the
sword has no unobstructed path to you, it moves as close number of creatures (minimum 1 minute), after which time
to you as it can and then falls to the ground. It also ceases they begin to suffocate.
to hover if you grasp it or move more than 30 feet away Placing a bag of holding inside an extradimensional space
from it. created by a handy haversack, portable hole, or similar item
instantly destroys both items and opens a gate to the Astral
Plane. The gate originates where the one item was placed
inside the other. Any creature within 10 feet of the gate is
sucked through it to a random location on the Astral Plane.
The gate then closes. The gate is one-way only and can't be
reopened.

2 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide 15 lb. Dungeon Master’s Guide

Mind Sharpener Studded Leather Potion of Superior Healing Potion of Healing


Armor Potions Potions

The infused item can send a jolt to the wearer to refocus You regain 8d4 + 8 hit points when you drink this potion. You regain 2d4 + 2 hit points when you drink this potion.
their mind. While wearing this infused item, whenever the Whatever its potency, the potion’s red liquid glimmers Whatever its potency, the potion’s red liquid glimmers
creature fails a Constitution saving throw to maintain when agitated. when agitated.
concentration on a spell, it can use its reaction to succeed
instead.

13 lb. Unearthed Arcana: Subclasses, Part 3 ½ lb. Dungeon Master’s Guide ½ lb. Dungeon Master’s Guide
Potion of Greater Healing
Potions

You regain 4d4 + 4 hit points when you drink this potion.
Whatever its potency, the potion’s red liquid glimmers
when agitated.

½ lb. Dungeon Master’s Guide


Darkvision Fiendish Nature Shapechanger
Vision Racial Trait Racial Trait

Many creatures in the worlds of D&D, especially those that Your creature type is considered to be both Fiend and As an action, you can transform your appearance or revert
dwell underground, have darkvision. Within a specified Humanoid, and you are considered to have the to your natural form. You can't duplicate the appearance of
range, a creature with darkvision can see in darkness as if "Shapechanger" tag. Additionally, you are vulnerable to a creature you've never seen, and you revert to your
the darkness were dim light, so areas of darkness are only radiant damage. natural form if you die.
lightly obscured as far as that creature is concerned. You decide what you look like, including your height,
However, the creature can’t discern color in darkness, only weight, facial features, the sound of your voice, coloration,
shades of gray. hair length, sex, and any other distinguishing
characteristics. You can make yourself appear as a member
of another race; you lose the flying speed granted by your
wings trait if your current form does not have wings;
otherwise, none of your game statistics change. You also
can't appear as a creature of a different size than you, and
your basic shape stays the same; if you're bipedal, you can't
use this trait to become quadrupedal, for instance. Your
clothing and other equipment don't change in appearance,
size, or shape to match your new form, requiring you to
keep a few extra outfits on hand to make the most
compelling disguise possible.
Even to the most astute observers, your ruse is usually
indiscernible. If you rouse suspicion, or if a wary creature
suspects something is amiss, you have advantage on any
Charisma (Deception) check you make to avoid detection of
your true nature.

Ring of Faerie Player’s Handbook Succubus D&D Wiki Succubus D&D Wiki

Silver Tongue Wings Cantrip Caster


Racial Trait Racial Trait Feat

You have proficiency with the Persuasion skill. If you spend You have a pair of wings that give you a flying speed of 30 Prerequisites: Intelligence, Wisdom, or Charisma 13 or
1 minute talking to someone who can understand what you feet. You cannot use this fly speed if you are wearing higher
say, you can make a Charisma (Persuasion) check contested medium or heavy armor or if your current form granted by Choose a class: bard, cleric, druid, sorcerer, warlock, or
by the creature's Wisdom (Insight) check. If you or your your shapechanger trait does not have wings. wizard. You learn a one cantrip of your choice from that
companions are fighting the creature, your check class's spell list. Your spellcasting ability for this cantrip
automatically fails. If your check succeeds, the target is depends on the class you chose: Charisma for bard,
magically charmed by you as long as it remains within 60 sorcerer, or warlock; Wisdom for cleric or druid: or
feet of you and for 1 minute thereafter. Intelligence for wizard. When you cast a cantrip, you can
choose to gain the following benefits:
• When you cast a cantrip that requires you to make a
ranged attack roll, the cantrip's range is doubled.
• If a cantrip has a range of touch, you can instead cast it
with a range of 30 feet.
• If a cantrip deals damage, it deals extra damage equal
to your spellcasting modifier.
• When casting a cantrip with a casting time of one
action, you can choose to cast it twice, instead of once, as a
single action. Once you use this feature, you must finish a
short or long rest before you can use it again.

Succubus D&D Wiki Succubus D&D Wiki Feat (4) D&D Wiki

Warlock Actor Eldritch Adept


Feat Feature Feat Feat

You learn one cantrip of your choice from the warlock's Skilled at mimicry and dramatics, you gain the following Prerequisite: Spellcasting or Pact Magic feature
spell list. benefits Studying occult lore, you have unlocked eldritch power
Your spellcasting ability for this cantrip is Charisma. • Increase your Charisma score by 1, to a maximum of within yourself: you learn one Eldritch Invocation option of
20. your choice from the warlock class. If the invocation has a
• You have advantage on Charisma (Deception) and prerequisite, you can choose that invocation only if you’re
Charisma (Performance) checks when trying to pass a warlock and only if you meet the prerequisite.
yourself off as a different person. Whenever you gain a level, you can replace the
• You can mimic the speech of another person or the invocation with another one from the warlock class.
sounds made by other creatures. You must have heard the
person speaking, or heard the creature make the sound, for
at least 1 minute. A successful Wisdom (Insight) check
contested by your Charisma (Deception) check allows a
listener to determine that the effect is faked.

Cantrip Caster D&D Wiki Feat (12) Player’s Handbook Additional Feat, Eldritch Adept Unearthed Arcana: Feats (2020)
Agonizing Blast Practiced Expert Bardic Inspiration
Class Feature Feat Class Feature

Prerequisite: eldritch blast cantrip You have honed your proficiency with particular skills or You can inspire others through stirring words or music. To
When you cast eldritch blast, add your Charisma modifier tools, gaining the following benefits: do so, you use a bonus action on your turn to choose one
to the damage it deals on a hit. • Increase one ability score of your choice by 1, to a creature other than yourself within 60 feet of you who can
maximum of 20. hear you. That creature gains one Bardic Inspiration die, a
• You gain proficiency with one skill or tool of your d6.
choice. Once within the next 10 minutes, the creature can roll
• Choose one of your skill or tool proficiencies. Your the die and add the number rolled to one ability check,
proficiency bonus is doubled for any ability check you make attack roll, or saving throw it makes. The creature can wait
that uses the chosen proficiency. until after it rolls the d20 before deciding to use the Bardic
Inspiration die, but must decide before the GM 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.

Eldritch Adept Player’s Handbook Additional Feat, Practiced Expert Unearthed Arcana: Feats (2020) Bard Player’s Handbook

Song of Rest Font of Inspiration Countercharm


Class Feature Class Feature Class Feature

Beginning at 2nd level, you can use soothing music or Beginning when you reach 5th level, you regain all of your At 6th level, you gain the ability to use musical notes or
oration to help revitalize your wounded allies during a expended uses of Bardic Inspiration when you finish a short words of power to disrupt mind-influencing effects. As an
short rest. If you or any friendly creatures who can hear or long rest. action, you can start a performance that lasts until the end
your performance regain hit points at the end of the short of your next turn. During that time, you and any friendly
rest by spending one or more Hit Dice, each of those creatures within 30 feet of you have advantage on saving
creatures regains an extra 1d6 hit points. throws against being frightened or charmed. A creature
The extra hit points increase when you reach certain must be able to hear you to gain this benefit. The
levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, performance ends early if you are incapacitated or silenced
and to 1d12 at 17th level. or if you voluntarily end it (no action required).

Bard Player’s Handbook Bard Player’s Handbook Bard Player’s Handbook

Psychic Blades Words of Terror Mantle of Whispers


Archetype Feature Archetype Feature Archetype Feature

When you join the College of Whispers at 3rd level, you At 3rd level, you learn to infuse innocent-seeming words At 6th level, you gain the ability to adopt a humanoid’s
gain the ability to make your weapon attacks magically with an insidious magic that can inspire terror. persona. When a humanoid dies within 30 feet of you, you
toxic to a creature’s mind. If you speak to a humanoid alone for at least 1 minute, can magically capture its shadow using your reaction. You
When you hit a creature with a weapon attack, you can you can attempt to seed paranoia in its mind. At the end of retain this shadow until you use it or you finish a long rest.
expend one use of your Bardic Inspiration to deal an extra the conversation, the target must succeed on a Wisdom You can use the shadow as an action. When you do so, it
2d6 psychic damage to that target. You can do so only once saving throw against your spell save DC or be frightened of vanishes, magically transforming into a disguise that
per round on your turn. you or another creature of your choice. The target is appears on you. You now look like the dead person, but
The psychic damage increases when you reach certain frightened in this way for 1 hour, until it is attacked or healthy and alive. This disguise lasts for 1 hour or until you
levels in this class, increasing to 3d6 at 5th level, 5d6 at damaged, or until it witnesses its allies being attacked or end it as a bonus action.
10th level, and 8d6 at 15th level. damaged. While you’re in the disguise, you gain access to all
If the target succeeds on its saving throw, the target has information that the humanoid would freely share with a
no hint that you tried to frighten it. casual acquaintance. Such information includes general
Once you use this feature, you can't use it again until you details on its background and personal life, but doesn’t
finish a short or long rest. 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.

College of Whispers Xanathar’s Guide to Everything College of Whispers Xanathar’s Guide to Everything College of Whispers Xanathar’s Guide to Everything

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