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Jarvis: Bard/Warlock
Jarvis: Bard/Warlock
Human Charlatan
Bard/Warlock
Neutral
3 3 Swords/Hexblade
+3 15 ACTOR
1
15
Advantage on Charisma (Deception) and Charisma (Performance) checks when
+2 30
trying to pass yourself off as a different person. You can mimic the speech of
another person or the sounds made by other creatures. You must have heard
15
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.
-1
45 BARDIC INSPIRATION
1
+1
0 Bonus action: 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,
◆ +4
SONG OF REST
2
6
+1
+2 With a song, you and friendly
●
●
+4
+4
d8 d8 creatures gain 1d6 additional healing
at the end of a short rest.
12
+2
Rapier +7 1d8+6 Piercing BLADE FLOURISH
Your walking speed increases by 10 ft for the turn when you make an attack roll, and you can use
3
2xDagger +6
+2
1d4+(3/5) Piercing one inspiration to make one blade flourish if it hits
- Defensive Flourish: add inspiration roll to damage and AC till next turn
- Slashing Flourish: add inspiration roll damage to the creature hit and another you can see within 5ft
- Mobile Flourish: add inspiration roll to damage and push target 5ft+inspiration roll, You can then
2xEldritch Blast +6 1d10+3 Force immediately use your reaction to move up to your walking speed to an unoccupied space within 5
14
feet of the target
0
BARDIC INSPIRATIONS FIGHTING STYLE
3
Dueling: When you are wielding a melee weapon
0 3
+1
●
+1
+3
+6 14 d6
in one hand and no other weapons, you gain a +2
bonus to damage rolls with that weapon.
10 +1
+1 LEVEL 1 SLOTS LEVEL 2 SLOTS HEALING ELIXIRS
BONUS PROFICIENCIES
3
+2
4 4 8 If you’re proficient with a simple or
+2
+3
● +5 martial melee weapon, you can use it as
+3
a spellcasting focus for your bard spells.
14 ● +5
+3
◆ +6
HEX WARRIOR
Proficiency with medium armor, shields, and martial weapons.
4
+3
●
● +9 Whenever you finish a long rest, you can touch a one handed
+4 weapon that you are proficient with. When you attack with that
+4 weapon, you can use your Charisma modifier, for the attack and
damage rolls. Automatically applies to pact weapons.
16 +4
HEXBLADE'S CURSE
4
Bonus action: choose a creature you can see within 30 ft to curse for 1 minute. The curse ends early if
the target dies, you die, or you are incapacitated. Until the curse ends:
- add your proficiency bonus to damage rolls against the cursed target
- Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20
- If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier
(6)
Recharges on short rest
ELDRITCH INVOCATIONS
Improved Pact Weapon: You can use your pact weapon as
5
a spellcasting focus for your warlock spells. In addition, the
weapon gains a +1 bonus to its attack and damage rolls.
Mask of Many Faces: Cast Disguise Self at will.
Common; Elvish
● ● PACT OF THE BLADE
You can use your action to create a pact weapon in your empty hand. You can
6
choose the form that this melee weapon takes each time you create it. You
● ● are proficient with it while you wield it. This weapon counts as magical for the
Disguise Kit; Flute; purpose of overcoming resistance and immunity to non-magical attacks and
damage. Your pact weapon disappears if it is more than 5 feet away from you
for 1 minute or more. It also disappears if you use this feature again, if you
●
Forgery Kit; Lute; Viol dismiss the weapon (no action required), or if you die.
?? 175cm 62kg ??
Jarvis
?? ?? ?? ??
Pact Magic: you regain all Flute (1); Sack (1); Waterskin (1);
expended warlock spell slots (2 Shield (1); Candle (5); Disguise Kit
second level) when you finish a (1); Bedroll (1); Rations (5 days)
short or long rest. Breastplate
(5); Costume (2); Breastplate (1);
Shleld Forgery Kit (1); Backpack (1);
Jack of All Trades. +1 to ability Clothes, fine (1)
checks that don't already include
your proficiency bonus.