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DD-5e-Bard-3-College-of-Swords-Tabaxi-Courtier
DD-5e-Bard-3-College-of-Swords-Tabaxi-Courtier
Medium
SIZE DESCRIPTION PLAYER
CHARACTER NAME
+0
CLASS INITIATIVE SPEED flowery words.
Strength
+5 Dexterity Hit Point Maximum 15
10
Constitution Darkvision. You can see in dim light within
60 feet of you as if it were bright light,
DEXTERITY Intelligence and in darkness as if it were dim light.
Wisdom
+3
CURRENT HIT POINTS Feline Agility. When you move on your turn
+5 Charisma in combat, you can double your speed until
the end of the turn. Once you use this trait,
SAVING THROWS you can’t use it again until after a turn on
16 which you do not move at all.
Cat’s Claws. Your climbing speed is 20.
+7 TEMPORARY HIT POINTS
CONSTITUTION Acrobatics ( Dex) Bardic Inspiration. You inspire others with
Animal Handling ( Wis ) stirring words or music. To do so, you use a
-1 Arcana ( Int)
Total 1D8 SUCCESSES
bonus action on your turn to choose one
creature within 60 feet of you who can hear
FAILURES you. That creature gains a d6 Bardic
+2 Athletics ( Str ) Inspiration die which can be used once, within
8 HIT DICE DEATH SAVES the next 10 minutes, by adding its roll to
Deception ( Cha)
one ability check, attack roll, or saving
History ( Int) throw. The creature can wait until after it
INTELLIGENCE
+3 NAME ATK BONUS DAMAGE/TYPE rolls the d20 before deciding to use the
Insight ( Wis )
bardic Inspiration die, but must decide before
+1 Intimidation ( Cha) Rapier 1 +5 1D8+3 PIERCING the DM says whether the roll succeeds or
fails. Once the Bardic Inspiration die is
Investigation ( Int) Dagger 1, 2 +5 1D4+3 PIERCING rolled, it is lost. A creaure can have only
12 Medicine ( Wis )
Claws +0 1D4 SLASHING
one Bardic Inspiration die at a time.
+1 +5
Performance ( Cha)
Persuasion ( Cha)
your dagger in the other, you can use your
bonus action to make an additional attack
two-weapon fighting, you can add your
ability modifier to the damage of the
with your dagger. second attack.
13 Religion ( Int) 2
You can throw a dagger 20 ft., or up to 60 ft. Blade Flourish. When you take the Attack
+7 with disadvantage on the attack roll. action, your speed increases to 40 ft. and,
Sleight of Hand ( Dex)
if you hit a creature with your weapon
CHARISMA +5 Stealth ( Dex)
3
When casting spells that require your attack, you can do one of the following:
target to make a saving throw, your Spell
Survival ( Wis ) Save DC is 13. • Defensive Flourish. expend a Bardic
+3 SKILLS
Inspiration die, adding the result to your
attack’s damage, as well as to your AC
until the start of your next turn.
Spell Slots
16 • Slashing Flourish. expend a Bardic
PASSIVE WISDOM (1ST) (1ST) (1ST) (1ST) (2nd) (2nd)
13 (PERCEPTION)
ATTACKS & SPELLCASTING
Inspiration die, adding the result to your
attack’s damage as well as to one other
creature within 5 ft.
• Mobile Flourish. expend a Bardic
Proficiencies. Light & medium armour; Courtier gear:
• Set of Fine Clothes Inspiration die, adding the result to your
simple weapons, hand crossbows,
• 5 gold pieces attack’’s damage; pushing your target 5
longswords, rapiers, shortswords, scimitar;
ft. away plus an additional number of ft.
lyre, panflute, reed flute. Bard Gear: equal to what you rolled; and use your
Languages. Common, Sylvan, Elvish, Auran • Rapier
reaction (immediately) to move up to 30
• Reed flute
• Leather Armour ft. to an unoccupied space within 5 ft. of
• Dagger the target.
Court Functionary. Your knowledge of how
DIPLOMAT'S PACK:
• chest bureaucracies function lets you gain
• 2 map/scroll cases access to the records and inner workings
• set of fine clothes of any noble court or government you
• bottle of ink encounter. You know who the movers and
• ink pen shakesr are, whom to go to for the
• lamp
favours you seek, and what the current
• 2 flasks of oil
• 5 sheets of paper intrigues of interest in the group are.
• vial of perfume
• sealing wax
• soap
Healing Word
1st-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous