Medium Tabaxi, Spirits Bard, Rogue Phantom, Inheritor, Chaotic Neutral
Spell Slots. You regain all expended spell slots when you finish a long rest. Spellcasting Ability. 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. Spell save DC = 8 + your proficiency bonus + your Charisma modifier = 19 Spell attack modifier = your proficiency bonus + your Charisma modifier = +11 Ritual Casting. You can cast any bard spell you know as a ritual if that spell has the ritual tag. Spellcasting Focus. You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells. Spiritual Focus. You employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your bard spells: a candle, crystal ball, skull, spirit board, or tarokka deck. Guiding Whispers. You can reach out to spirits to guide you and others. You learn the Guidance cantrip, which doesn’t count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it. Cantrips. Light, Mage Hand, Message, Prestidigitation, Guidance 1st Level (4). Bane, Disguise Self, Faerie Fire, Silvery Barbs 2nd Level (3). Kinetic Jaunt, Mirror Image, Invisibility 3rd Level (3). Antagonize, Blink, Haste, Sending 4th Level (3). Greater Invisibility, Polymorph 5th Level (2). Seeming, Rary's Telepathic Bond, Modify Memory 6th Level (1). Heroes' Feast, True Seeing, Disintegrate 7th Level (1). Teleport, Prismatic Spray, Etherealness
Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. Cat's Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. 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. Song of Rest. 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 1d10 hit points. Magical Inspiration. 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. Tales from Beyond. You reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You retain the tale in mind until you bestow the tale’s effect or you finish a short or long rest. You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again. You can retain only one of these tales in mind at a time, and rolling on the Spirit Tales table immediately ends the effect of the previous tale. If the tale requires a saving throw, the DC equals your spell save DC. Spirit Tales Table
Bardic Insp. Die | Tale Told Through You |
1 | Tale of the Clever Animal. For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra d10 immediately after rolling the d20 and add the extra die's number to the check. |
2 | Tale of the Renowned Duelist. You make a melee spell attack against the target. On a hit, the target takes 2d10+5 force damage. |
3 | Tale of the Beloved Friends. The target and another creature of its choice it can see within 5 feet of it gains 1d10+5 temporary hit points. |
4 | Tale of the Runaway. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose up to 5 creatures it can see within 30 feet of it to immediately use the same reaction. |
5 | Tale of the Avenger. For 1 minute, any creature that hits the target with a melee attack takes 1d10 force damage. |
6 | Tale of the Traveler. The target gains 1d10+14 temporary hit points. While it has these temporary hit points, the target’s walking speed increases by 10 feet and it gains a +1 bonus to its AC. |
7 | Tale of the Beguiler. The target must succeed on a Wisdom saving throw or take 2d10 psychic damage, and the target is incapacitated until the end of its next turn. |
8 | Tale of the Phantom. The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If it hits a creature with an attack during this invisibility, the creature it hits takes 1d10 necrotic damage and is frightened of the target until the end of the frightened creature's next turn. |
9 | Tale of the Brute. Each creature of the target’s choice it can see within 30 feet of it must make a Strength saving throw. On a failed save, a creature takes 3d10 thunder damage and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone. |
10 | Tale of the Dragon. The target spews fire from the mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking 4d10 fire damage on a failed save, or half as much damage on a successful one |
Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (1d8 + 5) piercing damage, Finesse Pepperbox. Ranged Weapon Attack: +11 to hit, reach 80/320 ft., one target. Hit: (1d10 + 5) piercing damage, reload 6 and misfire 2 Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 - 1) slashing damage.
Cunning Action. Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Steady Aim. As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. 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 d10. 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 5 times. You regain any expended uses when you finish a short or long rest.