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Jarvis

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,

12 attack roll, or saving throw it makes. Recharges on long rest.

◆ +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
?? ?? ?? ??

When not pretending to be someone [redacted]


else, he prefers to listen rather than
speak

The mission comes first

He values his craft and his ability


to change above all else

Whoever hired The mission


He doesn't really know who his real him targets
self is anymore and that scares him

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.

False Identity. Charlatans are


colorful characters who conceal
their true selves behind the masks
they construct. They reflect what
people want to see, what they
want to believe, and how they see
the world. But their true selves are
sometimes plagued by an uneasy
conscience, an old enemy, or
deep-seated trust issues.
Page 1

Level-1 enchantment Level-1 evocation Level-2 transmutation


Dissonant Whispers Healing Word Heat Metal
1 act. 60 ft V Inst 1 b.a. 60 ft V Inst 1 act. 60 ft V,S,M Conc, 1 min
You whisper a discordant melody that only A creature of your choice that you can see Choose a manufactured metal object, such as a
one creature of your choice within range can within range regains hit points equal to 1d4 + metal weapon or a suit of heavy or medium
hear, wracking it with terrible pain. The target your spellcasting ability modifier. This spell metal armor, that you can see within range.
must make a Wisdom saving throw. On a has no effect on undead or constructs. At You cause the object to glow red-hot. Any
failed save, it takes 3d6 psychic damage and Higher Levels. When you cast this spell using a creature in physical contact with the object
must immediately use its reaction, if available, spell slot of 2nd level or higher, the healing takes 2d8 fire damage when you cast the spell.
to move as far as its speed allows away from increases by 1d4 for each slot level above 1st. Until the spell ends, you can use a bonus
you. The creature doesn’t move into obviously action on each of your subsequent turns to
dangerous ground, such as a fire or a pit. On a cause this damage again. If a creature is
successful save, the target takes half as much holding or wearing the object and takes the
damage and doesn’t have to move away. A damage from it, the creature must succeed on
deafened creature automatically succeeds on a Constitution saving throw or drop the object
the save. At Higher Levels. When you cast this if it can. If it doesn't drop the object, it has
spell using a spell slot of 2nd level or higher, disadvantage on attack rolls and ability checks
the damage increases by 1d6 for each slot level until the start of your next turn. At Higher
above 1st. Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage
increases by 1d8 for each slot level above 2nd.

Bard DC 14 Mod +6 Bard DC 14 Mod +6 Bard DC 14 Mod +6

Level-2 illusion Illusion cantrip Level-2 enchantment


Invisibility Minor Illusion Suggestion
1 act. Touch V,S,M Conc, 1 hr 1 act. 30 ft S,M 1 min 1 act. 30 ft V,M Conc, 8 hrs
A creature you touch becomes invisible until You create a sound or an image of an object You suggest a course of activity (limited to a
the spell ends. Anything the target is wearing within range that lasts for the duration. The sentence or two) and magically influence a
or carrying is invisible as long as it is on the illusion also ends if you dismiss it as an action creature you can see within range that can
target's person. The spell ends for a target that or cast this spell again. If you create a sound, hear and understand you. Creatures that can't
attacks or casts a spell. At Higher Levels. its volume can range from a whisper to a be charmed are immune to this effect. The
When you cast this spell using a spell slot of scream. It can be your voice, someone else's suggestion must be worded in such a manner
3rd level or higher, you can target one voice, a lion's roar, a beating of drums, or any as to make the course of action sound
additional creature for each slot level above other sound you choose. The sound continues reasonable. Asking the creature to stab itself,
2nd. unabated throughout the duration, or you can throw itself onto a spear, immolate itself, or
make discrete sounds at different times before do some other obviously harmful act ends the
the spell ends. If you create an image of an spell. The target must make a Wisdom saving
object—such as a chair, muddy footprints, or a throw. On a failed save, it pursues the course
small chest—it must be no larger than a 5-foot of action you described to the best of its
cube. The image can't create sound, light, ability. The suggested course of action can
smell, or any other sensory effect. Physical continue for the entire duration. If the
interaction with the image reveals it to be an suggested activity can be completed in a
illusion, because things can pass through it. If shorter time, the spell ends when the subject
a creature uses its action to examine the sound finishes what it was asked to do. You can also
or image, the creature can determine that it is specify conditions that will trigger a special
an illusion with a successful Intelligence activity during the duration. For example, you
(Investigation) check against your spell save might suggest that a knight give her warhorse
Bard DC 14 Mod +6 Bard DC 14 Mod +6 Bard DC 14 Mod +6

Level-1 enchantment Enchantment cantrip Level-1 abjuration


T.'s Hideous Laughter Vicious Mockery Armor of Agathys
1 act. 30 ft V,S,M Conc, 1 min 1 act. 60 ft V Inst 1 Action Self V,S,M 1 hr
A creature of your choice that you can see You unleash a string of insults laced with A protective magical force surrounds you,
within range perceives everything as subtle enchantments at a creature you can see manifesting as a spectral frost that covers you
hilariously funny and falls into fits of laughter within range. If the target can hear you and your gear. You gain 5 temporary hit points
if this spell affects it. The target must succeed (though it need not understand you), it must for the duration. If a creature hits you with a
on a Wisdom saving throw or fall prone, succeed on a Wisdom saving throw or take melee attack while you have these hit points,
becoming incapacitated and unable to stand 1d4 psychic damage and have disadvantage the creature takes 5 cold damage. At Higher
up for the duration. A creature with an on the next attack roll it makes before the end Levels: When you cast this spell using a spell
Intelligence score of 4 or less isn't affected. At of its next turn. This spell's damage increases slot of 2nd level or higher, both the temporary
the end of each of its turns, and each time it by 1d4 when you reach 5th level (2d4), 11th hit points and the cold damage increase by 5
takes damage, the target can make another level (3d4), and 17th level (4d4). (see PHB 285 for each slot level above 1st.
Wisdom saving throw. The target has for more details)
advantage on the saving throw if it's triggered
by damage. On a success, the spell ends.

Bard DC 14 Mod +6 Bard DC 14 Mod +6 Warlock DC 14 Mod +6


Page 2

Level-1 illusion Evocation cantrip Evocation cantrip


Disguise Self Eldritch Blast Green-Flame Blade
1 act. Self V,S 1 hr 1 act. 120 ft V,S Inst 1 act. 5 ft V,M Inst
You make yourself—including your clothing, A beam of crackling energy streak toward a As part of the action used to cast this spell, you
armor, weapons, and other belongings on creature within range. Make a ranged spell must make a melee attack with a weapon
your person— look different until the spell attack against the target. On a hit, the target against one creature within the spell's range,
ends or until you use your action to dismiss it. takes 1d10 force damage. The spell creates otherwise the spell fails. On a hit, the target
You can seem 1 foot shorter or taller and can more than one beam when you reach higher suffers the attack's normal effects, and green
appear thin, fat, or in between. You can't levels: two beams at 5th level, three beams at fire leaps from the target to a different
change your body type, so you must adopt a 11th level, and four beams at 17th level. You creature of your choice that you can see within
form that has the same basic arrangement of can direct the beams at the same target or at 5 feet of it. The second creature takes fire
limbs. Otherwise, the extent of the illusion is different ones. Make a separate attack roll for damage equal to your spellcasting ability
up to you. The changes wrought by this spell each beam. modifier. This spell's damage increases when
fail to hold up to physical inspection. For you reach higher levels. At 5th level, the melee
example, if you use this spell to add a hat to attack deals an extra 1d8 fire damage to the
your outfit, objects pass through the hat, and target, and the fire damage to the second
anyone who touches it would feel nothing or creature increases to 1d8 + your spellcasting
would feel your head and hair. If you use this ability modifier. Both damage rolls increase by
spell to appear thinner than you are, the hand 1d8 at 11th level and 17th level.
of someone who reaches out to touch you
would bump into you while it was seemingly
still in midair. To discern that you are
disguised, a creature can use its action to
inspect your appearance and must succeed on
Warlock DC 14 Mod +6 Warlock DC 14 Mod +6 Warlock DC 14 Mod +6

Level-1 conjuration Level-1 enchantment Level-2 illusion


Healing Elixir Hex Mirror Image
1 min Self V,S,M 24 hrs 1 b.a. 90 ft V,S,M Conc, 1 hr 1 act. Self V,S 1 min
You create a healing elixir in a simple vial that You place a curse on a creature that you can Three illusory duplicates of yourself appear in
appears in your hand. The elixir retains its see within range. Until the spell ends, you deal your space. Until the spell ends, the duplicates
potency for the duration or until it’s an extra 1d6 necrotic damage to the target move with you and mimic your actions,
consumed, at which point the vial vanishes. As whenever you hit it with an attack. Also, shifting position so it's impossible to track
an action, a creature can drink the elixir or choose one ability when you cast the spell. The which image is real. You can use your action to
administer it to another creature. The drinker target has disadvantage on ability checks dismiss the illusory duplicates. Each time a
regains 2d4 + 2 hit points. made with the chosen ability. If the target creature targets you with an attack during the
drops to 0 hit points before this spell ends, you spell's duration, roll a d20 to determine
can use a bonus action on a turn of yours to whether the attack instead targets one of your
curse a new creature. A remove curse cast on duplicates. If you have three duplicates, you
the target ends this spell early. At Higher must roll a 6 or higher to change the attack's
Levels: When you cast this spell using a spell target to a duplicate. With two duplicates, you
slot of 3rd or 4th level, you can maintain your must roll an 8 or higher. With one duplicate,
concentration on the spell for up to 8 hours. you must roll an 11 or higher. A duplicate's AC
When you use a spell slot of 5th level or equals 10 + your Dexterity modifier. If an
higher, you can maintain your concentration attack hits a duplicate, the duplicate is
on the spell for up to 24 hours. destroyed. A duplicate can be destroyed only
by an attack that hits it. It ignores all other
damage and effects. The spell ends when all
three duplicates are destroyed. A creature is
unaffected by this spell if it can't see, if it relies
Warlock DC 14 Mod +6 Warlock DC 14 Mod +6 Warlock DC 14 Mod +6

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