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Humano (variante) haunted one

Sarastro
Caótico neutro
10 Lore

+4
14

100

8
+1

-1
◆ +6

9
14
+2
+2
+2

+2 Silver Tongue
Starting at 3rd level, you are a master at saying the right thing at the right time. When you make a
Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.

Unsettling Words
Also at 3rd level, you can spin words laced with magic that unsettle a creature and cause it to doubt
itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature
you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the

15
number rolled from the next saving throw it makes before the start of your next turn.

+2

10
+2
+2
+2
16
0
+2
● +4

Unfailing Inspiration
At 6th level, your inspiring words are so persuasive that others
1
feel driven to succeed. When a creature adds one of your Bardic

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+3
Inspiration dice to its ability check, attack roll, or saving throw and
+3 the roll fails, the creature can keep the Bardic Inspiration die.
+3

+1 ●
+3
+5

Universal Speech
◆ +8 Also at 6th level, you have gained the ability to make your speech intelligible to any
creature. As an action, choose one or more creatures within 60 feet of you, up to a

19
● +12
● number equal to your Charisma modifier (minimum of one creature). The chosen
● +12 creatures can magically understand you, regardless of the language you speak, for 1 hour.

● +4 Once you use this feature, you can't use it again until you finish a long rest, unless you
expend a spell slot to use it again.

+4
● +12

Flauta, violino, chifre de basseto

Comum, anão,
● ●
dracônico e primordial
● ● ● ● ●

Armor: Light armor ● ● ● ● ●


Weapons: Simple weapons, hand crossbows,
● ● ● ●
longswords, rapiers, shortswords

Countercharm
At 6th level, you gain the ability to use musical notes or words of power to disrupt Jack of All Trades
mind-influencing effects. As an action, you can start a performance that lasts until the end of
your next turn. During that time, you and any friendly creatures within 30 feet of you have
Starting at 2nd level, you can add half your proficiency
advantage on saving throws against being frightened or charmed. A creature must be able to bonus, rounded down, to any ability check you make that
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). doesn't already include your proficiency bonus.

Song of Rest
Beginning at 2nd level, you can use soothing music or oration
to help revitalize your wounded allies during a short rest. If
cd 15 pra empurrão de 5ft em alguém até 30ft de mim
you or any friendly creatures who can hear your
performance regain hit points at the end of the short rest by
ação bonus spending one or more Hit Dice, each of those creatures
regains an extra 1d6 hit points.

The extra Hit Points increase when you reach certain levels in
this class: to 1d8 at 9th level, to 1d10 at 13th level, and to
You opened an eldritch tome and saw things unfit 1d12 at 17th level.
for a sane mind. You burned the book, but its
words and images are burned into your psyche.

Those who look into your eyes can see that you have faced unimaginable horror
and that you are no stranger to darkness. Though they might fear you,
commoners will extend you every courtesy and do their utmost to help you.
Unless you have shown yourself to be a danger to them, they will even take up
arms to fight alongside you, should you find yourself facing an enemy alone.

https://5e.tools/feats.html#divinely%
20favored_dsotdq /do livro
adaga
rapieira
http://dnd5e.wikidot.com/feat:actor /humano
variante cause fear e augury com 1 uso
+2 de carisma nível 4 sei cantripe spare the dying
tough do livro /
https://5e.tools/feats.html#tough_phb a chest
http://dnd5e.wikidot.com/feat:telekinetic lvl8=
a crowbar
a hammer
Bardic Inspiration d10 descanso curto
You can inspire others through stirring words or
three wooden stakes
music. To do so, you use a bonus action on your turn a holy symbol
to choose one creature other than yourself within 60
feet of you who can hear you. That creature gains a flask of holy water
one Bardic Inspiration die, a d6. a set of manacles
Once within the next 10 minutes, the creature can a steel mirror
roll the die and add the number rolled to one ability a flask of oil
check, attack roll, or saving throw it makes. The
creature can wait until after it rolls the d20 before a tinderbox
deciding to use the Bardic Inspiration die, but must
decide before the DM says whether the roll
3 torches
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.
anel de feather fall

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.

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