level 2 half-elf bard
Ilario montaquila
STATS
Hit Points 17
Armor Class 14 (leather armor)
STR 8 (-1)
DEX 16 (+3)
CON 14 (+2)
INT 10 (+0)
WIS 12 (+1)
CHA 16 (+3)
Saving Throws: DEX +5, CHA +5
features
Spellcasting
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Bardic Inspiration (3 per long rest)
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to 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, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll 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.
Jack of All Trades.
+1 to ability checks that don't already include your proficiency bonus.
Song of Rest.
With a song, you and friendly creatures gain 1d6 additional healing at the end of a short rest.
PROFICIENCIES (+2)
Skills:
Acrobatics +5
Deception +5
Insight +3
Intimidation +5
Performance +5
Persuasion +5
Stealth +5
Proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords, light armor, disguise kits, lute
RACIAL TRAITS
Darkvision
You have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray.
Fey Ancestry
You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.
OTHER ACTIONS
Attacks
Rapier +5 vs. AC, 1d8+3 piercing damage
Dagger +5 vs. AC, 1d4+3 piercing or slashing damage
Spells
Vicious mockery (DC 14 Wisdom Save)
Charm person (DC 14 Wisdom Save)
INVENTORY
Wealth
25 gp
Equipment
rapier, entertainer's pack, lute, leather armor, dagger, costume, belt pouch, flute
BACKGROUND
Profession
Entertainer
Backstory
The son of a legendary pirate and an elven princess who once used his silver tongue to talk his way off the execution block. A contact said his father was sighted in Phandalin.
spellbook
Spell DC 13
Spell Attack +3
Spells Known
Cantrips (at-will): minor illusion, vicious mockery
1st level (2 slots): charm person, disguise self, healing word, sleep
cantrips
Vicious Mockery
Casting Time: 1 action / Range: 60 feet / Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Minor Illusion
Casting Time: 1 action / Range: 30 feet / Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
1st level spells
Charm Person
Casting Time: 1 action / Range: 30 feet / Duration: 1 hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
Disguise Self
Casting Time: 1 action / Range: Self / Duration: 1 minute
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand 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 an Intelligence (Investigation) check against your spell save DC.
Healing Word
Casting Time: 1 bonus action / Range: 60 ft / Duration: instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Sleep
Casting Time: 1 action / Range: 90 ft / Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.