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October 12th, 2023

bardtricks: (Default)
Thursday, October 12th, 2023 06:09 pm

ABILITY SCORES

STR 10
DEX 16
CON 14
INT 13
WIS 11
CHA 19
PROFICIENCY BONUS +6

SKILLS

Athletics +0
Acrobatics +3
Sleight of Hand +3
Stealth +9
Arcana +13
History +7
Investigation +1
Nature +1
Religion +7
Animal Handling +0
Insight +0
Medicine +0
Perception +6
Survival +0
Deception +16
Intimidation +10
Performance +16
Persuasion +16

ABILITIES

//Fey Ancestry//;
[PASSIVE FEATURE] The Feywild casts a veil over your mind. You have Advantage on saving throw against being Charmed, and magic can't put you to Sleep.

//Darkvision//;
[PASSIVE FEATURE] Grant a creature the ability to see in the dark out to a range of 12m.

//Criminal//;
[PASSIVE FEATURE] You have a history of breaking the law and survive by leveraging less-than-legal connections. Profiting from criminal enterprise will lead to greater opportunities in the future.

Add your Proficiency Bonus to any roll made with Deception or Stealth.


//Jack of All Trades//;
[PASSIVE FEATURE] Bard passive feature that makes you add half your Proficiency Bonus to Ability Checks that you aren't Proficient in.

//Actor//;
[PASSIVE FEATURE] Your Proficiency Bonus is doubled for Deception and Performance checks.

//True Strike//;
[CANTRIP (divination)] Gain Advantage on your next Attack Roll

//Blade Ward//;
[CANTRIP (abjuration)] Take only half the damage from Bludgeoning, Piercing, and Slashing attacks.

//Vicious Mockery//;
[CANTRIP (enchantment)] Insult a creature: it has Disadvantage on its next Attack Roll.

//Minor Illusion//;
[CANTRIP (illusion)] Create an illusion that compels nearby creatures to investigate. You can remain hidden while casting this spell.

//Drow Magic: Dancing Lights//;
[CANTRIP (evocation)] Illuminate a 9m / 30ft radius.

//Eyebite//;
[SPELL] Level 6 Necromancy Spell. Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep. While Concentrating, you may cast Eyebite without expending a spell slot. Each round, up to ten rounds while concentrating, you can inflict of the following effects on a target: Eyebite: Panicked / Eyebite: Sickened / Eyebite: Asleep.

//Create Undead//;
[SPELL] Level 6 Necromancy Spell. Granted by Crypt Lord Ring. Create a corpse as a heinous mummy that fights by your side.

//Greater Restoration//;
[SPELL] Level 5 Abjuration Spell. Touch a creature and negate any Charm, Petrification, Stun, or Cursed.

//Wall of Stone//;
[SPELL] Level 5 Evocation Spell. Raise a wall of non-magical, solid stone.

The wall can be created between any two points within range as long as there is a clear path between them. It is made up of Stone Pillars with 30 HP each, immune to Psychic and vulnerable to Force and Thunder damage. Pillars block movement and line of sight.


//Conjure Elemental//;
[SPELL] Level 5 Conjuration Spell. Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you.

//Mass Cure Wounds//;
[SPELL] Level 5 Evocation Spell. Unleash a soothing hum of energy that heals you and nearby allies.

//Dimension Door//;
[SPELL] Level 4 Conjuration Spell. Teleport yourself and up to one adjacent ally to a place you can see. The ally cannot be larger than Medium.

//Fear//;
[SPELL] Level 3 Illusion Spell. Project an image so frightening it makes targets drop everything and become Fearful. They will be easier to hit and cannot move. If the target ends their turn where they can't see you, they can make another Saving Throw to shake off their fear.

Affected targets become Fearful for 2 turns and Disarmed for 1 turn.


//Hypnotic Pattern//;
[SPELL] Level 3 Illusion Spell. Hypnotise creatures that can see the pattern. They cannot attack you. They cannot move or act.

This spell can be cast while you are Silenced.


//Glyph of Warding//;
[SPELL] Level 3 Abjuration Spell. This spell allows spellcasters to inscribe a ward that can trigger various magical effects when stepped on by an enemy. Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy the selected magical effect will trigger.

//Celestial Haste//;
[SPELL] Level 3 Transmutation Spell. Provided by equipping Gontr Mael, it allows the wielder to Hasten themselves for 5 turns without suffering the Lethargic condition when it ends.

//Shatter//;
[SPELL] Level 2 Evocation Spell. This spell allows the spellcaster to generate a deafening explosion that can damage multiple creatures and objects. This spell is extra potent against inorganic targets, who must make their Saving Throw at Disadvantage. On Save: Targets still take half damage.

//Cloud of Daggers//;
[SPELL] Level 2 Conjuration Spell. Conjure a cloud of spinning daggers that attack anyone inside.

//Lesser Restoration//;
[SPELL] Level 2 Abjuration Spell. Cure a creature from Diseased, Poisoned, Paralysis, or Blinded.

//Drow Magic: Darkness//;
[SPELL] Level 2 Evocation Spell. Create a cloud of magical darkness that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of it.

//Warding Bond//;
[SPELL] Level 2 Abjuration Spell. Granted by Viconia's Walking Fortress shield. Ward an ally. They gain Resistance to all damage, and a +1 bonus to their Armour Class and Saving Throws. Each time the target takes damage, the spellcaster takes the same amount of damage.

//Challenge to Duel//;
[SPELL] Level 1 Enchantment Spell. Granted when wielding Duellist's Prerogative. It allows spellcasters to compel an enemy to only attack them.

//Healing Word//;
[SPELL] Level 1 Evocation Spell. Heal a creature you can see.

//Dissonant Whispers//;
[SPELL] Level 1 Enchantment Spell. Frighten a creature: it will be easier to hit and cannot move.

//Tasha's Hideous Laughter//;
[SPELL] Level 1 Enchantment Spell. Leave a creature Prone with laughter, without the ability to get up.

//Speak with Animals//;
[SPELL] Level 1 Divination Spell. Gain the ability to comprehend and communicate with beasts.

//Thunderwave//;
[SPELL] Level 1 Evocation Spell. Release a wave of thunderous force that pushes away all creatures and objects in an area, while also dealing Thunder damage.

//Drow Magic: Faerie Fire//;
[SPELL] Level 1 Evocation Spell. All targets within the light turn visible, and Attack Rolls against them have Advantage.

//Find Familiar: Scratch//;
[SPELL] Level 1 Conjuration Spell. Summon the best boy. Scratch's keen nose can discover many things hidden around the world, you gain Bite, and Help.

//Arabella's Shadow Entangle//;
[SPELL] Entangle undead and shadow creatures.

//Improved Bardic Inspiration//;
[CLASS ACTION] Inspire an ally to go beyond their capabilities with your performance. They can add a +1d10 bonus to their next Attack Roll, Ability Check, or Saving Throw.

//Countercharm//;
[CLASS ACTION] You and any allies within 9m / 30ft have Advantage on Saving Throws against being Charmed or Frightened.

//Song of Rest//;
[CLASS ACTION] Use your craft to soothe. You and your allies are revitalized as though you had taken a Short Rest.

//Hellcrawler//;
[CLASS ACTION] Granted by Helldusk Boots. Teleport to an area and deal 2d8 Fire damage where you land. The impact blast spreads in a 3m / 10ft zone.

//Reflective Shell//;
[BONUS ACTION] Granted by Viconia's Walking Fortress shield. A protective shell envelops you. It reflects any projectiles targeted at you back to their point of origin.

//Survival Instinct//;
[SPECIAL ACTION] Infuse a creature with psionic force. If it reaches 0 Hit Points, it heals instead of falling Unconscious.

//Bolt of Celestial Light//;
[WEAPON ACTION] Granted by Gontr Mael. Frighten your target with intimidating arrows. After attacking, ranged weapon attacks made by Gontr Mael deal an additional 1~4 Radiant damage.


GEAR

//Falataeric Cli Lyre//;
This exquisite instrument is said to come from the shop of the legendary Moonshaean bard Falataer. Fewer than twenty of his handcrafted lyres still survive.

//Duellist's Prerogative//;
A blade gifted to Lora by her own mother, Lenore the Fleet. When challenged to duels, Lenore's opponents assumed she had received this nickname from some naval exploit. They found out how wrong they were when her blade blurred faster than the eye could follow.

Elegant Duellist: While your off-hand is empty, you score a Critical Hit when rolling a 19. Moreover, you gain an additional reaction per turn.
Withering Cut: On a hit with a melee weapon, use a reaction to deal additional Necrotic damage equal to your Proficiency Bonus.


//Gontr Mael//;
Gontr Mael blasted from the corpse of the Steelwatcher Titan: a bow formed from the boiling slag and weird whispering gyros inherent to the mechanical giant. It must have acted as the Titan's abdomen, exchanging muscle for immaculate steel.

Promised Victory: On a hit, possibly inflict Guiding Bolt (DC 15 Dexterity Save) upon the target.
Gontr Mael: Glowing: This object shines with a glowing light in a radius of 6m.


//Viconia's Walking Fortress//;
'Walking Fortress' is a defensive technique reliant on a shield of this caliber. It involves upsetting your opponent who just wants to land a single blow.

Rebuke of the Mighty: When a foe hits you with a melee attack, you can use your Reaction to deal them 2~8 Force damage and knock them Prone unless they succeed a Dexterity Saving Throw.
Spellguard: You gain Advantage on Saving Throws against spells. Spell Attack Rolls against you have Disadvantage.


//Helm of Balduran//;
This helm, worn atop the pate of Balduran the Brave, still gleams as if with the untarnished splendour of his legacy. Baldur's Gate itself bears his name, and tales of his exploits have turned the heads and hearts of many.

Balduran's Vitality: The helmet heals you 2 Hit Points at the beginning of every turn.
Balduran's Favour: You have a +1 bonus to Armour Class and Saving Throws.
Stun Immunity: You can't be Stunned.
Attackers can't land Critical Hits on the wearer.


//Helldusk Armour//;
Carixim, soul-stuffed forgemaster of hellish Avernus, hammers away ceaselessly at new creations. Questions of morality and destiny do not concern him. Conscience is for his betters. He works with cheer, his swollen skin moaning soothingly.

Helldusk Armour: You are considered Proficient with this armour while wearing it.
Infernal Retribution: When you succeed a Saving Throw, the caster receives Burning for Duration: 3 turns.
Prime Aegis of Fire: You have Resistance to Fire damage and cannot be Burned. You take 3 less damage from all sources.
Fly: Grants Fly


//Helldusk Boots//;
No ore takes better to being forged than the infernal iron of Avernus, where the archdevil Zariel presides.

Steadfast: You cannot be forcibly moved by a foe's spells or actions, and you ignore the effects of Difficult Terrain.
Infernal Evasion: When you fail a Saving Throw, you may use your Reaction to succeed instead.


//Gauntlets of Hill Giant Strength//;
Your basic hill giant is just a landslide with a digestive system.

Strength Saving Throws +1
Set the wearer's Strength to 23. The enchantment has no effect if their Strength score is higher without it.


//Cloak of Elemental Absorption//;
A favourite among flee-footed gish, this cloak allows the wearer to wield a foe's elemental mastery against them.

Absorb Elements: Absorb elemental damage once per Short Rest. Take half damage from the next elemental attack targeting you, and and deal an additional 1d6 of that element type on your next attack.


//Crypt Lord Ring//;
Slipping one's finger through this ring fills the senses with the waft of tombs, the urine-yellow smell of old bandages, images of dead spiders curled into husks, and the sensation of hot, slobbering breath at the nape of one's neck.

//Ring of Regeneration//;
This ring is, in effect, a tiny field medic that won't charge you 70 gold pieces for a fifteen-minute consultation.

Combat Regeneration: At the beginning of your turn, the ring activates to heal you 1d4 Hit Points.


//Fey Semblance Amulet//;
Originally the kidney stone of an archfey, this object has been ahem, passed down through the centuries.

Semblance of Fey: You have Advantage on Intelligence, Wisdom, and Charisma Saving Throws.