Spinyl (Level 17 Sayaad Bard)
Ancestry: Sayaad | Culture: High Elf | Background: Spy | Destiny: Underdog |
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
---|---|---|---|---|---|
8 (-1) | 18 (+4) | 14 (+2) | 10 (+0) | 12 (+1) | 20 (+5) |
Hit Points: 122
Proficiency Bonus: +6
Creature Type: Fiend
Size: Medium
Movement: 30 ft., 50 ft Fly
Languages: Culture: Common, Thallassian, Eredun | Background: Orcish, Thieves Cant
Senses: Darkvision 60 ft., Passive Perception 17, Passive Investigation 16
Resistances: Fire, Acid
Ancestry Features
Culture Features
You can read, speak, and write one additional language of your choice: Eredun
Background Feature
False Identity
You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
Destiny Features: Underdog
Source of Inspiration:
Defiance. You draw inspiration from striking out against oppression, defying long odds, and placing hope in the impossible. You gain inspiration whenever you score a critical hit against a creature larger than you are, roll a natural 20 on a death saving throw, openly defy a powerful being, or succeed after taking a risk with long odds. Examples include loudly refuse the orders of a tyrant, follow through with a convoluted or risky plan, succeed at something you were extremely likely to fail.
Inspiration Feature:
A Nose for Trouble. Get kicked around long enough and you start to know when trouble’s brewing. Whenever you or an ally you can see fails an Insight check, you can use your reaction to spend your inspiration and learn any information that would have been gained by a successful Insight check.
Proficiencies
◇ | Strength Saving Throw | -1 |
---|---|---|
○ | Athletics | -1 |
◆ | Dexterity Saving Throw | +10 |
● | Acrobatics | +10 |
● | Sleight of Hand | +10 |
★ | Stealth | +16 |
◇ | Constitution Saving Throw | +2 |
◆ | Charisma Saving Throw | +11 |
★ | Deception | +17 |
○ | Intimidation | +5 |
● | Performance | +11 |
★ | Persuasion | +17 |
◇ | Intelligence Saving Throw | 0 |
---|---|---|
★ | Elder Knowledge | +12 |
○ | Arcana | 0 |
● | History | +6 |
○ | Investigation | 0 |
○ | Nature | 0 |
○ | Religion | 0 |
◇ | Wisdom Saving Throw | 1 |
○ | Animal Handling | +1 |
● | Perception | +7 |
○ | Survival | +1 |
★ | Insight | +13 |
○ | Medicine | +1 |
● | Instrument: Voice |
● | Instrument: Percussion |
● | Instrument: Keyboard |
● | Artisan: Calligraphy Tools |
● | Roguish Tools: Thieves' Tools |
● | Roguish Tools: Disguise Kit |
★ | Gaming Set: Games of Chance |
★ | Gaming Set: Strategy Games |
★ | Gaming Set: Sports |
Simple weapons |
Proficiency Sources: Culture: Persuasion, Calligraphy Tools Background: Stealth Bard Class:Dexterity Saving Throws, Charisma Saving Throws, Deception, Perception, Vocals, Percussion, Keyboards Magical Secrets: History Feats: Acrobatics, Performance, Slight of Hand, Strategy Games Trained: Thieves' Tools, Disguise Kit, Games of Chance, Sports |
Class Features
Bard (College of Glamour) 16
Bardic Inspiration | Font of Inspiration
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 see or hear you. That creature gains one Bardic Inspiration die, a d12.
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 5 times. You regain any expended uses when you finish a short or long rest.
Jack of All Trades
You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. (+2)
College of Glamour: Mantle of Inspiration
As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Spellcasting ability modifier (minimum of one). Roll your Bardic Inspiration die, and each of them gains a number of temporary hit points equal to 2 times the number rolled on the Bardic Inspiration die, and then each of them can use its reaction to move up to its speed, without provoking opportunity attacks.
College of Glamour: Enthralling Performance
If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its saving throw, the target has no hint that you tried to charm it. Once you use this feature, you can’t use it again until you finish a short or long rest. You always have the charm person and mirror image spells prepared.
Expertise (Deception, Persuasion & Perception, Stealth)
Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiencies.
College of Glamour: Mantle of Majesty
You gain the ability to cloak yourself in a fey magic that makes others want to serve you. You always have the command spell prepared. As a bonus action, you cast Command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast Command as a bonus action on each of your turns, without expending a spell slot.
Any creature charmed by you automatically fails its saving throw against the Command you cast with this feature.
Once you use this feature, you can’t use it again until you finish a long rest. You can also restore your use of the feature by spending 5 mana.
College of Glamour: Magical Inspiration
If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
Battle Hymn
You gain the ability to use musical notes or words of power to influence the battlefield in myriad ways. As a Bonus Action, you can start one of the following performances that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you gain a benefit based on the battle hymn being performed. A creature must be able to hear you to gain this benefit. The performance ends early if you are Incapacitated or Silenced or if you voluntarily end it (no action required).
Universal Secrets
- You know the Presto, Prestidigitation! Elective Study
- You know the Inscrutability Eldritch Invocation
- You know the Shroud of Shadow Eldritch Invocation
- You know the Prismatic Spray spell
College of Glamour: Unbreakable Majesty
Your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce. In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature hits you with an attack roll for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC, or the attack misses instead, as the creature recoils from your majesty. On a successful save, the attack hits as normal, but it has disadvantage on any saving throw it makes against your spells on your next turn. Once you assume this majestic presence, you can't do so again until you finish a short or long rest.
Feats
- Skilled (Level 15) Acrobatics, Slight of Hand, Performance
- Half Fiend (Level 6) Mark of the Fall, Mark of The Occult
- Blood of the Lower Planes (Level 9) Mark of the Concubus, Mark of the Rise
- True Cambion (Level 12) Mark of Seduction, Mark of Transference
- Cartomancer (Level 15)
- Card Focus. You can use a deck of cards as your spellcasting focus. When you use the deck as a focus to cast a spell that deals damage, roll a d4. You gain a bonus to one damage roll of the spell equal to the number rolled. This bonus applies to one creature of your choice that you can see damaged by the spell; you can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
- Card Tricks. You learn the prestidigitation cantrip and can use it to create illusions that duplicate the effects of stage magic. When you use prestidigitation in this way, you can conceal the verbal and somatic components of the spell as mundane conversation and card-handling.
- Hidden Ace. When you finish a long rest, you can choose one spell you know and imbue it into a card; the chosen spell must have a casting time of 1 action, and its level must be less than or equal to your proficiency bonus. While the card is imbued with the spell, you can use your bonus action to flourish the card and cast the spell within. The card then immediately loses its magic.
- Gambler (Emblem Feat 1)
- Tool Proficiencies. You become proficient with a gaming set of your choice (Strategy Games), and have expertise in all gaming sets you are proficient with. Learning new games takes half the time (rounded down).
- Card Shark. You have advantage on Deception checks to hide what you are thinking, and Persuasion checks when gold or other valuables are involved.
- Casino Regular. When you take the Carousing downtime action, you may reroll your result once, but must keep the results of the second roll. Increase the number of allied contacts you can keep by your proficiency bonus. Additionally, you can resolve the Gambling action with the same week of downtime.
Fiend-Touched Feats
Half Fiend
Mark of the Fall
You have bat-like wings sprouting from your shoulder blades. You have a flying speed equal to your walking speed.
Mark of The Occult
Your fiendish blood grants you supernatural magic abilities. You learn a cantrip, 1st-level, and 2nd-level spell chosen from the table below. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest. You can cast spells you learn with this trait using mana if you can cast spells of the appropriate level. Charisma is your spellcasting ability for any spells when you cast them with this trait
Blood of the Lower Planes
Mark of the Concubus
You may attempt to drain the essence from a creature who is Charmed, Frightened, or willing. The target must make a Constitution saving throw or suffer 11d10s psychic damage, or half as much damage on a successful one. On a failed save, target's hit point maximum is reduced by an amount equal to the damage taken, and you recover 1 use of a short rest resource, such as a bardic inspiration. This reduction lasts until the target finishes a Long Rest. The target dies if this effect reduces its hit point maximum to 0. Once you have recovered a number of short rest resources equal to your proficiency bonus, you cannot do so again until you finish a long rest.
Mark of the Rise
Your flying speed increases by 20 feet. Requires Mark of the Fall, or an innate flying speed.
True Cambion
Mark of Seduction
You may target one humanoid you can see within 30 feet. If the target can see you, the target must succeed on a Wisdom saving throw DC 19 (DC equal to 8 + your proficiency bonus + your Charisma modifier)
against this magic or be Charmed by you for 1 day. The Charmed target regards you as a trusted friend and obeys your spoken or telepathic commands. Each time the creature takes damage, or it receives a suicidal command, it can repeat the saving throw, ending the effect on itself as a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to this ability for the next 24 hours. If you can communicate telepathically, you ignore the range restriction on your telepathy when communicating with a creature you have Charmed, and can even communicate across planes.
Mark of Transference
You may cast the plane shift spell without material components, targeting only yourself. When you cast the spell in this way, you may only travel to the Material Plane or the Twisting Nether.
Talents
Adventuring Tricks (Bard): 5 | Universal Secrets: 3 |
Bard
Bewitching Companion (Bard)
You have advantage on Charisma checks made against creatures you have traveled with for at least a number of days equal to 7 - your proficiency bonus.
Sly Confidant (Bard)
When you succeed on an opposed Intelligence, Wisdom, or Charisma check, you gain advantage on your next opposed Intelligence, Wisdom, or Charisma check against the same creature.
Renaissance Man (Bard)
Choose a class (Warlock). Whenever you learn a new bard Adventuring Trick or replace an existing one, you can choose from the adventuring talents of this class.
Improvisation (Bard)
If you used your action to perform a Battle Hymn on your last turn, you can use your bonus action to weave a second Battle Hymn into your first and maintain both until the end of your next turn. You can maintain this Improvised Battle Hymn on subsequent turns, but if you ever use your bonus action for anything else, the Improvised Battle Hymn is lost.
Extraplanar Etiquette: Fiends (Warlock)
You are familiar with the intricacies of fiends, and you have Advantage on Charisma checks made to interact with them or Intelligence checks to recall lore about them. Additionally, you gain proficiency in the History skill.
Misty Visions (Warlock)
You can cast major illusion at 1st level without spending mana or material components.
Universal Secrets
Presto, Prestidigitation! (Wizard)
If you are not actively casting prestidigitation or concentrating on a spell, the magic of prestidigitation is always keeping you, your clothes, and your gear sparkling clean. The following effects are added to the list of options you can choose from when you cast prestidigitation.
- You transmute a small piece of string in your hands into a sturdy 30-foot long rope. For the duration, it functions as a regular hempen rope.
- Using the heads side of a coin like a lens, you can hold the coin over one of your closed eyes and see through it. While looking through the coin in this way, you gain darkvision to a range of 30 feet. The coin’s darkvision effect ends when the spell ends.
- A pebble becomes a sensor that you can use to see through. For the duration as long as the pebble is within 10 feet, you can use an action to see whatever is within 30 feet of the pebble. While seeing through the pebble, you are blinded and deafened with regard to your own senses.
- On a piece of parchment or paper, you can create an exact copy of another piece of parchment or paper, including any writing, drawings, or other markings that appear on the original. The paper does not change size to accommodate any differences in size between the two. The copy you create lasts for the duration of this spell, and disappears when the spell ends.
Inscrutibilty (Warlock)
You are immune to any effect that would sense your emotions or read your thoughts, as well as any divination spell that you refuse. Wisdom (Insight) checks made to ascertain your intentions or sincerity have Disadvantage.
Shroud of Shadows (Warlock)
You can cast invisibility at will, without spending mana.
Spells
Total Mana: 107 | Casting Stat: Charisma | Spell DC: 19 |
Cantrips
- Dancing Lights (Background)
- Prestidigitation (Feat)
- Thaumaturgy (Feat)
- Vicious Mockery
- Shadow Bolt
- Message
- Minor Illusion
1st-Level Spells
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7th-Level Spells
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Reserved Spells
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