Spinyl (Level 17 Sayaad Bard)

Ancestry: SayaadCulture: High ElfBackground: SpyDestiny: Underdog
StrengthDexterityConstitutionIntelligenceWisdomCharisma
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

Darkvision. 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 discern colors in that darkness only as shades of gray.
Glide. If you are not incapacitated or wearing heavy armor, you can extend your skin membranes to slow your fall or allow you to glide. When you fall and aren't incapacitated, you can use your reaction to reduce the fall's damage to 0, and you can move up to 5 feet horizontally for every 1 foot you descend.
Shapechange. As an action, you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
Paragon Trait: Infernal Constitution. Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some greater fiends. You have resistance to Fire and Acid.

Culture Features

Cantrip You know one cantrip of your choice from the wizard spell list. Dancing Lights
Elder Knowledge Whenever you make an Intelligence check related to spells or magic items, you are considered proficient in the chosen skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
High Elf Cultural Training You have proficiency with calligraphy supplies.
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 Throw0
Elder Knowledge+12
Arcana0
History+6
Investigation0
Nature0
Religion0
Wisdom Saving Throw1
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).

Power Ballad. You tell a tale of heroic might. Creatures affected by this performance have Advantage on Strength saving throws.
Agile Anthem. You weave a story of incredible swiftness. Creatures affected by this performance have Advantage on Dexterity saving throws.
Drinking Song. You sing a shanty of unending endurance. Creatures affected by this performance have Advantage on Constitution saving throws.
Reasoned Refrain. You discharge a sonnet of logic and reason. Creatures affected by this performance have Advantage on Intelligence saving throws.
Mindful Melody. You present a production of bravery and sagacity. Creatures affected by this performance have Advantage on Wisdom saving throws.
Existential Encore. You spin an otherworldly tale of the nature of existence. Creatures affected by this performance have Advantage on Charisma saving throws.

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

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): 5Universal 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: 107Casting Stat: CharismaSpell DC: 19

Cantrips

1st-Level Spells

2nd-Level Spells

3rd-Level Spells

4th-Level Spells

5th-Level Spells

6th-Level Spells

7th-Level Spells

8th-Level Spells

9th-Level Spells

Reserved Spells

1st-Level Spells

3rd-Level Spells

5th-Level Spells

6th-Level Spells