Statistic

HP

AC

SPD

HD

PRB

INI.

Score:

31

15 (stud. leather)

25 (5sq.)

1d8

+2

+2

Ability

STR

DEX

CON

INT

WIS

CHA

Scores

8

14

14

10

10

18

Skill Checks

–1

+2

+2

+0

+0

+4

Saving Throws

–1

+4

+0

+0

+0

+6

Skills

Athletics

+0

Acrobatics

+4

Sleight of Hand

+3

Stealth

+3

Arcana

+1

History

+2

Investigation

+1

Nature

+2

Religion

+1

Animal Handling

+2

Insight

+2

Medicine

+2

Perception

+2

Survival

+1

Deception

+8

Intimidation

+4

Performance

+6

Persuasion

+8

Passive Perception

11

Darkvision

60ft.

Class Features

Bardic Inspiration.
You may 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 4 times.

You regain any expended uses when you finish a long rest.

Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that 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 you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by 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 1d12 at 17th level.

Expertise: Deception and Persuasion

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.

College of Lore Features

Bonus Proficiencies
When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.

Cutting Words
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.

Race Features

  • Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

  • Brave. You have advantage on saving throws against being frightened.

  • Nimble. You can move through the space of any creature that is of a size larger than yours.

Special Features

Wolf Tribe's Performance
You have developed the ability to use musical notes or words of power to enhance the abilities of others around you. As an action you can start a performance that lasts until the end of your next turn. During that time, Any friendly creatures within 60 feet of you gain +1 to Attacks, +1 to Damage, +1 to Saving Throws and +1 to their Spell Save DCs

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).
This ability requires no concentration.

Weapon Attacks (Attack Actions)

Rapier | Melee Attack
+4 to hit, reach 5 ft., one target.
Hit: 1d8 + 2 piercing damage

Hand Crossbow | Ranged Attack
+4 to hit, range 80/120 ft., one target.
Hit: 1d6 + 3 piercing damage

Usable Equipment and Languages

Weapons

Simple weapons, hand crossbows, longswords, rapiers, shortswords

Armor

Light armor

Tools

Disguise Kit
Accordion
Flute
Lute

Languages of Ignisar

Common, Pouchies

SPELLCASTING FEATURES
Ability: Charisma | Spells DC: 13 | Attack Bonus: +5

Cantrips

Prestidigitation
Casting: Action | 10ft. | 1 hour
Effect: Instantaneous, harmless sensory effect

Vicious Mockery
Casting: Action | 60ft. | 1 round
Wisdom Save
Damage: 1d4 psychic damage
Effect: Causes disadvantage on the next attack roll

Mending
Casting: Action | Touch | Instant
Repair breaks and tears no longer than 1 foot.

Level-1: 4 slots

Healing Word
Casting: Action | 60ft. | 1 round
Effect: Heal someone 2d4 + 3 hitpoints
Does not affect undead or constructs.

Heroism
Casting: Action | Touch | Concentration (1 minute)
Effect: Grants someone 3 temporarily hitpoints at the start of each turn (for the next minute, does not stack)

Hideous Laughter
Casting: Action | 30ft. | Concentration (1 minute)
Wisdom Save
Effect: Target falls prone and starts to laugh uncontrollable.
Target becomes incapacitated and cannot stand up.
A creature with an Int. score of 4 or less isn’t affected.
Target can make another save at the end of its turn, or each time it takes damage. Effect ends if they succeed.

Thunderwave
Casting: Action | 15ft cube. (from self) | 1 minute
Constitution Save
Effect: Creatures are pushed 10ft. away from you and take 2d8 damage on a failure. On a success, they take half damage but are not pushed.

Disguise Self
Casting: Action | Self | 1 hour
Disguise yourself following a few guidelines.
Creatures can use their action to inspect your appearance to discover that you are disguised. (Investigation check)

Level-2: 3 slots

Phantasmal Force
Casting: Action | 60ft. | Concentration (1 minute)
Intelligence Save
Effect: Creature within range must make an Intelligence Saving Throw, on a failure the creature sees an illusion. Creatures can use their action to inspect your illusion to discover that it is an illusion. Once they do, the spell ends. (Investigation check)

A creature can take damage from this illusion as long as it thinks that its real.

Enhance Ability
Casting: Action | Touch. | Concentration (1 hour)
Choose an effect:
Bear: Advantage on Con Checks, 2d6 temp hitpoints.
Bull: Advantage on Str Checks, double carry cap.
Cat: Advantage on Dex Checks, no fall damage (20ft)
Eagle: The target has advantage on Charisma checks.
Fox: The target has advantage on Intelligence checks.
Owl: The target has advantage on Wisdom checks.