| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus | |
| +1 | Jack of all Trades |
| +0 | Strength | |
| +3 | Dexterity | |
| +1 | Constitution | |
| +2 | Intelligence | |
| +4 | Wisdom | |
| +5 | Charisma |
| +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 |
| +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 |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Rapier | +3 | DEX | |||
| Finesse, Vex | |||||
| Singing Blade | +3 | DEX | 1d8+1 | gnicreiP | |
| Finesse | |||||
Observant
Mirthful Leap (d8)
Magic Resistance
Bardic Inspiration (d6)
Song of Rest:
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:
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
Common
Sylvan
The statblocks of your Weapons, armor and other important/magical equipment
BOMT
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
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
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
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
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.
| Lvl 1 | Lvl 2 | LVL 3 |
|---|---|---|
| Cure Wounds | Barkskin | Fly |
| Fog Cloud | Invisibility | |
| Protection from Evil and Good |
Cost: 27000
Weight: 2lb
XGE
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
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
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
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
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
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
• (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
| Level | Proficiency | Bonus Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Bardic Inspiration (d6) | 2 | 4 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Jack of All Trades, Song of Rest (d6) | 2 | 5 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | Bard College, Expertise | 2 | 6 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 3 | 7 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | Bardic Inspiration (d8), Font of Inspiration | 3 | 8 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Countercharm, Bard College feature | 3 | 9 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | — | 3 | 10 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | Song of Rest (d8) | 3 | 12 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | Bardic Inspiration (d10), Expertise, Magical Secrets | 4 | 14 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | — | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | Song of Rest (d10) | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | Magical Secrets, Bard College feature | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | Bardic Inspiration (d12) | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | Ability Score Improvement | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | Song of Rest (d12) | 4 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Magical Secrets | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Superior Inspiration | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
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