Awen

Short Rest    Long Rest
Tiefling
  • bookmark_add Ability Score Increase: Your Charisma Score increases by 2, and your Intelligence score increases by 1.
  • bookmark_add Size: Medium
  • bookmark_add Speed: 30 feet
  • bookmark_add Darkvision: 60 feet
  • bookmark_add Language: You can speak, read, and write Common and Infernal.
  • bookmark_add Hellish Resistance: You have resistance to fire damage.
  • bookmark_add Infernal Legacy: You know thaumatergy cantrip (Charisma is your spell casting ability).
    • bookmark_addInfernal Legacy: You can cast hellish rebuke (2nd level) once per long rest (Charisma is your spell casting ability).
    • bookmark_addInfernal Legacy: You can cast darkness once per long rest (Charisma is your spell casting ability).
Bard
  • bookmark_add Bardic Inspiration: 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.

    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.
    • bookmark_addYou can use a d6
    • bookmark_addThe die becomes a d8
    • bookmark_addFont of Inspiration: Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
  • bookmark_add Jack of All Trades: You can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.
  • bookmark_add 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 you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 Hit Points.
  • bookmark_add Expertise: At 3rd level, choose two of your skill proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
  • bookmark_add Ability Score Improvement: When you reach 4th level you can gain a feat, increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
  • bookmark_add Countercharm: At 6th level, you gain the ability to use musical notes or words of power to disrupt 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 advantage on Saving Throws against being Frightened or Charmed. A creature must be able to 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).
  • bookmark_add Skills: Choose any three skills.
  • bookmark_add Magical Inspiration (optional): If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
  • bookmark_add Bardic Versatility (optional): Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus as you use your skills and magic:

    * Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn’t benefiting from Expertise.
    * Replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the bard spell list.
College Of Swords
  • bookmark_add Bonus Proficiencies: When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.
    If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
  • bookmark_add Fighting Style: At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
    Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
    Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • bookmark_add Blade Flourish: At 3rd level, you learn to conduct impressive displays of martial prowess and speed.
    Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
    Defensive Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
    Slashing Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
    Mobile Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
  • bookmark_add Extra Attack: Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Spy
  • bookmark_add Skill Proficiencies: Deception, Stealth
  • bookmark_add Tool Proficiencies: One type of gaming set, thieves' tools.
  • bookmark_add Equipment: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp.
  • bookmark_add Spy Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other spies. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
  • bookmark_add Suggested Characteristics: Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.
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