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Portos

4 Level (0/6500 XP for level-up) Charlatan Background Satyr Race / Species / Heritage Chaotic Neutral Alignment
Bard
Level 4
Hit Dice: 1/4
1d8+1 Class 1

STR 11

+0

DEX 13

+1

CON 13

+1

INT 14

+2

WIS 18

+4

CHA 16

+3

29
Hit Points
+1
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
35
Speed (walk/run/fly)
24
Passive Perception
3 / 3
Bardic Inspiration
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Jack of all Trades
+0 Strength
+3 Dexterity
+1 Constitution
+2 Intelligence
+4 Wisdom
+5 Charisma
saving throws
+3 Acrobatics DEX
+6 Animal Handling WIS
+4 Arcana INT
+1 Athletics STR
+5 Deception CHA
+3 History INT
+6 Insight WIS
+5 Intimidation CHA
+6 Investigation INT
skills
+5 Medicine WIS
+3 Nature INT
+8 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+3 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +3 DEX
 Finesse, Vex
Singing Blade +3 DEX 1d8+1 gnicreiP
 Finesse
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Vicious Mockery
Minor Illusion

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Healing Words +5
Detect Magic +5
Comprehend Languages +5
Sleep +5

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Zone of Truth +5
Invisibility +5
Suggestion

Observant


Mirthful Leap (d8)


Magic Resistance


Bardic Inspiration (d6)



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.


Jack of All Trades



Play it by Heart: you have memorized and can now play in your Instrument of the Bards a melodic version of the spell Hypnotic Pattern. Like all the other spells in your Instrument, you can only perform this magic once per day.



College of Lore:



  • 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



Features & Traits

Forgery Kit


Flute


Drums


Harp


Backpack, bedroll,costume (2),candle (5),rations (5),waterskin, disguise kit


Rapier


Leather armor


Smoldering Leather Armour


Instrument of Illusions


Bright Fungal Cloak


Ring of Puzzler's Wit


Ring of Mind Shielding


Feywrought Studded Leather Armour


Shortbow of Melodies


Instrument of Thorns and Roses


Serenor Silver Signet Ring




Equipment Copper: 20, Silver: 9, Electrum: 0, Gold: 10, Platinum: 0 Money


Common


Sylvan




Languages & Proficiencies
<p></p>
<p>My character's carnie family was murdered by somebody and Portos could have tracked him to Rignir. Portos was a party animal and didn't much care for justice, but getting his family killed caused him to feel guilt and focus on solving crimes, in his unorthodox way. He'll still party when he feels like he deserves it. He's usually composed, but he can easily be annoyed. He hides his guilt by hiding behind sarcasm and by prodding others. He believes in gods, how couldn't he lol, but doesn't worship any. He always dresses sharp. Suits and vests that are designed to cover everything from the neck down to his ankles. His hair is naturally wild and thick. The horns are thick and angled in a slick back way.</p>
<p></p>

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

BOMT

Bow Of Melodies

Weapon

Very Rare Requires Attunement

Any Bow

This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic.

You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack.

Melody of Precision: If you’re proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead.

Melody of Reverberation: The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier.

Cost: 5,001 gp - 50,000 gp

Cloak of Elvenkind

Wondrous Item

Uncommon Requires Attunement

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.


BOMT

Feywrought Armor

Armor

Rare Requires Attunement

Any Armor

This colorful, flowery armor was forged in the Feywild and is infused with that plane’s captivating magic.

While wearing this armor, you have advantage on saving throws you make to avoid or end the charmed condition on yourself.

This armor has 3 charges. You can use an action to expend a charge to cast the Compulsion spell (save DC 15) from this armor. The armor regains 1d3 expended charges daily at dawn.

Type AC STR Req. Stealth Dis.
No

Cost: 501 gp - 5,000 gp

XGE

Smoldering Armor

Armor

Common

Wisps of harmless, odorless smoke rise from this armor while it is worn.

Type AC STR Req. Stealth Dis.
No

Cost: 50 gp - 100 gp

DMG 176

Mac-Fuirmidh Cittern

Wondrous Item

Uncommon Requires Attunement

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college.

A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

Cost: 27000
Weight: 2lb

XGE

Instrument of Illusions

Instrument

Common Requires Attunement

While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.

Cost: 50 gp - 100 gp

Bright Fungal Cloak

Adventuring Gear

Common

While wearing a Bright Fungal Cloak, you can take a Bonus Action to furl or unfurl it. When the cloak is unfurled, it sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet. One pound of fungus is sewn into a Bright Fungal Cloak. This fungus can be eaten as food. Once all the fungus is consumed, the cloak becomes a mundane set of Traveler’s Clothes.




Cost: 25gp

BOMT

Ring Of Puzzler's Wit

Ring

Uncommon

This gold ring bears a fluorite stone and is enchanted to sharpen the wearer’s mind.

The ring has 3 charges and regains 1d4 − 1 expended charges daily at dawn. When you make an Intelligence check, you can expend 1 charge to grant yourself advantage on the check.

Cost: 101 gp - 500 gp

Ring of Mind Shielding

Ring

Uncommon Requires Attunement

While wearing this ring, you are immune to magic
that allows other creatures to read your thoughts,
determine whether you are lying, know your alignment,
or know your creature type. Creatures can telepathically
communicate with you only if you allow it.


You can use an action to cause the ring to become
invisible until you use another action to make it visible,
until you remove the ring, or until you die.


If you die while wearing the ring, your soul enters it,
unless it already houses a soul. You can remain in the
ring or depart for the afterlife. As long as your soul is
in the ring, you can telepathically communicate with
any creature wearing it. A wearer can't prevent this
telepathic communication.


XGE

Hat of Vermin

Wondrous Item

Common

This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat (see the Player's Handbook or the Monster Manual for statistics). The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn't under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.

Cost: 50 gp - 100 gp

Singing Blade

Weapon

Uncommon

Finesse

A beautifully crafted elven rapier, this ceremonial weapon is traditionally used for special bardic performances involving dramatized fencing matches. The blade whistles melodically as it is swung, and its point makes a low ringing tone when scratched against hard surfaces. Though it isn't a very typical item to see being sold, many prominent bardic schools and a few clerical groups collect or make them.


You gain a +1 bonus to attack and damage rolls made with this magic weapon.



While swinging this weapon, you have advantage on Charisma (Performance) rolls.


While scratching this weapon against a hard surface, you have advantage on Charisma (Intimidation) rolls.




Type Damage Damage Range
Martial Melee 1d8 Piercing


The statblocks of your class features

Bard


Hit Points

Hit Dice: d8 per Bard level
Hit Points at first Level: 8 + Con Mod
Hit Points at Higher Levels: 1d8 + Con Mod

Proficiences

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments o f your choice
Saving Throws: Dex, Cha
Skills: Choose any three

Class Features

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. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.  

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, 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.  

Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice. Your choice grants you features at 3rd level and again at 6th and 14th level.  

Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either o f the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.  

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability s cores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Font of Inspiration

Beginning when you reach 5th level, you regain all of your expended uses o f Bardic Inspiration when you finish a short or long rest.  

Countercharm

At 6th level, you gain the ability to use musical notes or words o f power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end o f your next turn. During that time, you and any friendly creatures within 30 feet o f 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).  

Magical Secrets

By 10th level, you have plundered magical knowledge from a w ide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be o f a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional spells from any class at 14th level and again at 18th level.  

Superior Inspiration

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.


Starting Equipment

• (a) a rapier, (b) a longsword, or (c) any simple weapon   • (a) a diplomat’s pack or (b) an entertainer's pack   • (a) a lute or (b) any other musical instrument   • Leather armor and a dagger


Spellcasting

Cantrips

You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.  

Spell Slots

The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot o f the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.  

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the bard spell list.   The Spells Known column of the Bard table shows when you learn more bard spells o f your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.  

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance o f 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   Spell attack modifier = your proficiency bonus + your Charisma modifier  

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 as a spellcasting focus for your bard spells.


Subclass Options

College of Glamour

Mantle of Inspiration

When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed. As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.   The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.  

Enthralling Performance

Starting at 3rd level, you can charge your performance with seductive, fey magic. If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.   If a target succeeds on its saving throw, the target has no hint that you tried to charm it. Once you use this feature, you can’t use it again until you finish a short or long rest.  

Mantle of Majesty

At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot. Any creature charmed by you automatically fails its saving throw against the command you cast with this feature. Once you use this feature, you can’t use it again until you finish a long rest.  

Unbreakable Majesty

At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce. In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn. Once you assume this majestic presence, you can’t do so again until you finish a short or long rest.  

College of Lore

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 o f you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses o f 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.  

Additional Magical Secrets

At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number o f bard spells you know.  

Peerless Skill

Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.  

College of Swords

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.  

Fighting Style

At 3rd level, you adopt a 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 something in the game lets you 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.  

Blade Flourish

At 3rd level, you learn to perform 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.  

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Master's Flourish

Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.  

College of Whispers

Psychic Blades

When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature’s mind. When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn. The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.  

Words of Terror

At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror. If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.   If the target succeeds on its saving throw, the target has no hint that you tried to frighten it. Once you use this feature, you can’t use it again until you finish a short or long rest.  

Mantle of Whispers

At 6th level, you gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.   You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.   While you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.   Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.   Once you capture a shadow with this feature, you can’t capture another one with it until you finish a short or long rest.  

Shadow Lore

At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears. As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect. On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.   The charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.   When the effect ends, the creature has no understanding of why it held you in such fear.   Once you use this feature, you can’t use it again until you finish a long rest.


LevelProficiencyBonus FeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Bardic Inspiration (d6)242————————
2nd+2Jack of All Trades, Song of Rest (d6)253————————
3rd+2Bard College, Expertise2642———————
4th+2Ability Score Improvement3743———————
5th+3Bardic Inspiration (d8), Font of Inspiration38432——————
6th+3Countercharm, Bard College feature39433——————
7th+3—3104331—————
8th+3Ability Score Improvement3114332—————
9th+4Song of Rest (d8)31243331————
10th+4Bardic Inspiration (d10), Expertise, Magical Secrets41443332————
11th+4—415433321———
12th+4Ability Score Improvement415433321———
13th+5Song of Rest (d10)4164333211——
14th+5Magical Secrets, Bard College feature4184333211——
15th+5Bardic Inspiration (d12)41943332111—
16th+5Ability Score Improvement41943332111—
17th+6Song of Rest (d12)420433321111
18th+6Magical Secrets422433331111
19th+6Ability Score Improvement422433332111
20th+6Superior Inspiration422433332211

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Satyr

Satyrs have a well-earned reputation for their good spirits, gregarious personalities, and love of revels. Most Satyrs are driven by two simple desires; to see the world and to sample its every pleasure. While their spontaneity and whimsy sometimes put them at odds with more stoic peoples, satyrs rarely let the moodiness of others hinder their own happiness.
ability score increase: Your Charisma score increases by 2, and your Dexterity score increases by 1.
age: Satyrs mature and age at about the same rate as Humans.
alignment: Satyrs delight in living a life free of the mantle of law. They gravitate toward being good, but some have devious streaks and enjoy causing dismay.
Size: Medium
speed: Your base walking speed is 40 feet.
Languages: You can speak, read, and write Pure Common and Sylvan.
race features:
Fey: Your creature type is fey, rather than humanoid.   Magic Resistance: You have advantage on saving throws against spells.   Mirthful Leaps: Whenever you make a long or high jump, you can roll a d8 and add the number to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.   Ram: You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier.   Reveler: You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.
Description:

Racial Description

Born of the Wild: In their physical forms, satyrs embody a fusion of humanoid civilization with the freedom of wild beasts. Generally, they look similar to Humans, with a range of builds and features. But their goatlike horns, pointed ears, and furred lower bodies sharply distinguish them. Satyrs' solid horns connect to their heads at the base of their skulls, while their legs end in sturdy hooves. Thick fur covers their bodies from the waist down, shorter at the waist and longer below the knees. Short, soft hair grows down their neck and spine, along their shoulders, and on their forearms.   Embracing Life: Most Satyrs believe that the other peoples of the world are woefully burdened with the plague of seriousness. Satyrs scoff at the efforts of polis-builders with their laws and right angles, and they poke fun at philosophers with their endless theories and interminable discourse. Satyrs feel that life is to be lived and experienced with all the senses. Satyrs see the world and everything in it as a book of delights, and they want to explore every page.   The Art of the Revel: The Humans generally think of Satyrs' revels as raucous bacchanals, where anything and everything might happen. This picture isn't wrong, but it's incomplete: there's more to a revel than debauchery. For Satyrs, revelry is a way of life. It's the delight in small things: the song of a bird, a warm breeze, the smell of a tasty pie, relaxing by a river in the sunshine. Life freely offers these gifts, and for a satyr, they are more valuable than gold or glory. To revel means to forget the constraints of time, to let go of the future and past, and to be wholly in the present moment. For satyrs, encountering life with all the senses honors the gods, and-most importantly-it feels really good. Driven by instinct and intuition, most Satyrs prove unpredictable, following their sense of wonder wherever it leads.   Very Odd Indeed: Satyrs are known for their eccentricities. Some people spend too much time worrying over why satyrs behave as they do. But Satyrs themselves simply are as they are, feeling no need to understand what drives them, much less explain it to others.   Satyr Names: A Satyr's name is as playful and mischievous as they are, and each one is given when a Satyr's personality shines through. Most Satyrs also give each other nicknames.

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