Vik

Level 3 Changeling Bard (College of Alien Symbolism) 3 | Background: Aberrant Heir | Alignment: None

Core Stats

  • Armor Class: 11
  • Hit Points: 30 / 30
  • Speed: 30 ft
  • Initiative: +0
  • Proficiency Bonus: +2
  • Senses: Passive Perception 17
  • Languages: Dwarvish, Elvish, Gnomish, Goblin, Halfling, Orc

Ability Scores

STRDEXCONINTWISCHA
10 (+0)10 (+0)14 (+2)10 (+0)14 (+2)17 (+3)

Saving Throws

  • Strength: +0
  • Dexterity: +2 (Proficient)
  • Constitution: +2
  • Intelligence: +0
  • Wisdom: +2
  • Charisma: +5 (Proficient)

Skills

  • Acrobatics: +0 (Passive: 10)
  • Animal Handling: +2 (Passive: 12)
  • Arcana: +0 (Passive: 15)
  • Athletics: +0 (Passive: 10)
  • Deception: +7 (Expertise) (Passive: 17)
  • History: +2 (Proficient) (Passive: 12)
  • Insight: +6 (Expertise) (Passive: 16)
  • Intimidation: +7 (Expertise) (Passive: 17)
  • Investigation: +0 (Passive: 15)
  • Medicine: +2 (Passive: 12)
  • Nature: +0 (Passive: 10)
  • Perception: +2 (Passive: 17)
  • Performance: +3 (Passive: 13)
  • Persuasion: +7 (Expertise) (Passive: 17)
  • Religion: +0 (Passive: 10)
  • Sleight of Hand: +0 (Passive: 10)
  • Stealth: +0 (Passive: 10)
  • Survival: +2 (Passive: 12)

Features & Talents

Aberrant Dragonmark

  • Type: Feat (Eberron Campaign, Can’t Have Another Dragonmark Feat) | Usage: 1/1

Dragonmark Feat (Prerequisites: Eberron Campaign, Can’t Have Another Dragonmark Feat)

You gain the following benefits.

Aberrant Fortitude. When you fail a Constitution saving throw, you can take a Reaction to roll 1d4 and add the number rolled to the save, potentially turning the failure into a success. Once you’ve used this benefit, you can’t use it again until you finish a Long Rest.

Aberrant Magic. You know one cantrip of your choice from the Sorcerer spell list. Also, choose a level 1 spell from that spell list. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Short or Long Rest. You can also cast this spell using any spell slots you have. Constitution is your spellcasting ability for this spell.

Aberrant Surge. When you cast the level 1 spell from this feat, you can expend one of your Hit Point Dice and roll it. If you roll an even number, you gain a number of Temporary Hit Points equal to the number rolled. If you roll an odd number, one creature within 30 feet of you (not including you) takes Force damage equal to the number rolled. If no other creatures are in range, you take the damage.

Aberrant Heir

  • Type: Feature

Your aberrant dragonmark has made life challenging since it manifested. You might have hidden it successfully for most of your life or managed to avoid notice. Alternatively, you might have encountered suspicion and fear, perhaps coupled with the outright antagonism of one or more dragonmarked houses. You might have formed an association with the House Tarkanan criminal organization (named for one of the most notorious leaders of the aberrant dragonmarked in the War of the Mark twenty-five centuries ago). Or you might struggle to find your own way in the world, relying on your wits and the power of your mark.

  • Ability Scores: Strength, Constitution, Charisma
  • Feat: Aberrant Dragonmark
  • Skill Proficiencies: History and Intimidation
  • Tool Proficiencies: Disguise Kit
  • Equipment: Choose A or B: (A) Dagger, Disguise Kit, Costume, Traveler’s Clothes, 16 GP; or (B) 50 GP

Aberrant Insight

  • Type: Class Feature

At 3rd level, you can also expend one use of Bardic Inspiration to improve your Wisdom and Charisma checks made to interact with aberrations, fiends, monstrosities,

oozes, and undead. Roll the Bardic Inspiration die and add the number rolled to all Wisdom and Charisma checks you make to interact with one such creature or group of such

creatures for 10 minutes. You can communicate simple concepts with the chosen creature or group as part of attempting the check, even if you lack a common language.

Bardic Inspiration

  • Type: Class Feature | Usage: 3/3

You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.

Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.

Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it’s rolled.

Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.

Changeling

  • Type: Feature
Ability ScoresSizeSpeed
Small/Medium30 ft.

Changeling Instincts

Shape-Shifter

With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face may reveal an aspect of their soul.

The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers in changelings today—even in those who have never set foot in the fey realm.

In their true form, changelings appear faded, their features almost devoid of detail. It is rare to see one in that form, for a typical changeling alters their shape the way others might change clothes. However, many changelings develop identities with more depth, crafting a persona complete with history and beliefs to go with each shape. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat.

Multiple changelings can share a persona. Personas can even pass down through a family, allowing a younger changeling to take advantage of contacts established by the persona’s previous users.

Changeling Instincts

  • Type: Species Trait (Changeling)

Thanks to your connection to the fey realm, you gain proficiency in two of the following skills of your choice: Deception, Insight, Intimidation, Performance, or Persuasion.

Corruption

  • Type: Feature | Usage: 2/3

No description provided.

Eldricht Symbolism

  • Type: Feature

Starting at 3rd level, you learn to quickly identify symbols and writings. You have advantage on Intelligence (Arcana), Intelligence (Investigation), and Wisdom (Perception) checks to notice, identify, or bypass magic writing and magic traps. You also have advantage on saving throws against magic traps and the effects of magic items.

Expertise

  • Type: Class Feature (Bard 2)

You gain Expertise in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.

At Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice.

Jack of All Trades

  • Type: Class Feature

You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn’t otherwise use your Proficiency Bonus.

For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.

A Bard’s Repertoire

Does your Bard beat a drum while chanting the deeds of ancient heroes? Strum a lute while crooning romantic tunes? Perform arias of stirring power? Recite dramatic monologues from classic tragedies? Use the rhythm of a folk dance to coordinate the movement of allies in battle? Compose naughty limericks?

When you play a Bard, consider the style of artistic performance you favor, the moods you might invoke, and the themes that inspire your own creations. Are your poems inspired by moments of natural beauty, or are they brooding reflections on loss? Do you prefer lofty hymns or rowdy tavern songs? Are you drawn to laments for the fallen or celebrations of joy? Do you dance merry jigs or perform elaborate interpretive choreography? Do you focus on one style of performance or strive to master them all?

Shape-Shifter

  • Type: Species Trait (Changeling)

As an action, you can shape-shift to change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another playable species, though none of your game statistics change. You can’t duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. This trait doesn’t change your clothing and equipment.

While shape-shifted with this trait, you have Advantage on Charisma checks.

You stay in the new form until you take an action to revert to your true form.

Spellcasting

  • Type: Class Feature (Bard 1)

You have learned to cast spells through your bardic arts. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Bard spells, which appear in the Bard spell list later in the class’s description.

Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended.

Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.

When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table.

Spell Slots. The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended.

The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Bard feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you.

Changing Your Prepared Spells. Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your Bard spells.

Spellcasting Focus. You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.

Yog Sothothery Philospher

  • Type: Feat

You can expend one Bardic Inspiration die

to add the number rolled to a Wisdom (Yog-Sothothery)

check you made after you make the check but before the

GM says whether you succeeded.

In addition, when you fail on a saving throw that applied

the penalty from the Yog-Sothothery skill (see the skill

description), you can expend a use of Bardic Inspiration

at the start of your next turn if the effect is still ongoing

and you are conscious, even if you are incapacitated or

prevented from controlling your actions. Make a new

saving throw against the effect and add the number rolled

on your Bardic Inspiration die to the result of your saving

throw. On a success, the effect ends but you can’t take a

bonus action that turn.


Inventory

Weapons

Dagger

  • Quantity: 2 | Weight: NaN lbs | Properties: Finesse, Light, Thrown

Mastery: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Equipment & Gear

Bell (Equipped)

  • Quantity: 1 | Weight: NaN lbs

When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away.

Bullseye Lantern (Equipped)

  • Quantity: 1 | Weight: NaN lbs

A Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet.

Costume (Equipped)

  • Quantity: 1 | Weight: NaN lbs

While wearing a Costume, you have Advantage on any ability check you make to impersonate the person or type of person it represents.

Leather Armor (Equipped)

  • Quantity: 1 | Weight: NaN lbs

No description provided.

Mystery Key

  • Quantity: 1 | Weight: NaN lbs | Properties: Magical

A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it’s inserted. Once it unlocks something, the key disappears.

Shiftweave Garment

  • Quantity: 1 | Weight: NaN lbs

When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a bonus action to transform your outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can’t be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn’t gain their magical properties.

Tinderbox (Equipped)

  • Quantity: 1 | Weight: NaN lbs

A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch—or anything else with exposed fuel—takes a Bonus Action. Lighting any other fire takes 1 minute.

Traveler’s Clothes (Equipped)

  • Quantity: 1 | Weight: NaN lbs

Traveler’s Clothes are resilient garments designed for travel in various environments.

Consumables

Ammunition of Slaying

  • Quantity: 1 | Weight: NaN lbs | Properties: Magical

This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.

After dealing its extra damage to a creature, the ammunition becomes nonmagical.

Creature Type Table (click to expand)

Ammunition of Slaying: Creature Type
1—10Ammunition of Slaying Aberrations
11—15Ammunition of Slaying Beasts
16—20Ammunition of Slaying Celestials
21—25Ammunition of Slaying Constructs
26—35Ammunition of Slaying Dragons
36—45Ammunition of Slaying Elementals
46—50Ammunition of Slaying Humanoids
51—60Ammunition of Slaying Fey
61—70Ammunition of Slaying Fiends
71—75Ammunition of Slaying Giants
76—80Ammunition of Slaying Monstrosities
81—85Ammunition of Slaying Oozes
86—90Ammunition of Slaying Plants
91—100Ammunition of Slaying Undead

Ammunition of Slaying: Creature Type

Make Magical Items with Templates

Magical items can often come with a lot of variants. For example, +1 armor can exist on Light, Medium, or Heavy Armor. For +1-3 armor alone that’s 36 items! To keep your Compendia light and speedy we’ve created Template items which can be used to enchant any item. Now, the Armor, +1, +2, or +3 item and your chosen armor type is all you need! Here’s how you can use them:

Open an item like the Armor, +1, +2, or +3, change to the Effects tab, and drag your effect onto your item. This will automatically apply the enchantment, bring over any helpful Activities and Active Effects, and update the item’s description with everything you need to know.

To remove an enchantment simply open the enchanted item, change to the Effects tab and right click on the enchantment where you can disable or delete it.

Potion of Healing

  • Quantity: 1 | Weight: NaN lbs | Properties: Magical

You regain 2d4 + 2 hit points when you drink this potion. The potion’s red liquid glimmers when agitated.

Tools

Disguise Kit

  • Quantity: 1 | Weight: NaN lbs

  • Ability: Charisma

  • Utilize: Apply makeup (DC 10)

  • Craft: Costume

Une pierre violette étrange

  • Quantity: 3 | Weight: NaN lbs

Un dracolithe de Khyber. Il a vraisemblablement été préparé pour une utilisation future.

Containers

Backpack (Equipped)

  • Quantity: 1 | Weight: NaN lbs

A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag.

Waterskin (Equipped)

  • Quantity: 1 | Weight: NaN lbs

A Waterskin holds up to 4 pints. If you don’t drink sufficient water, you risk dehydration.

Other Loot

Bedroll

  • Quantity: 0 | Weight: NaN lbs

A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see the Dungeon Master’s Guide).

Flasque Liquide Violet

  • Quantity: 1 | Weight: NaN lbs

Gel Violet

Mirror

  • Quantity: 1 | Weight: NaN lbs

A handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal.

Pourdre argentée

  • Quantity: 1 | Weight: NaN lbs

Des résidus de Mithril, identique à celui rapporté des mines de Cragwar.


Spellcasting

Spellcasting Ability: Charisma (Spell Save DC: 8, Spell Attack Bonus: +5)

Cantrips

Extraction d’essence

  • School:
  • Casting Time: bonus
  • Range: 30 ft
  • Components: R
  • Duration: inst

Un rituel simple permettant l’extraction de l’essence magique d’une créature fraichement tuée ou encore vivante.

Mind Sliver (Dragonmark)

  • School: Enchantment
  • Casting Time: action
  • Range: 60 ft
  • Components: V
  • Duration: 2 round

You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6 ), 11 (3d6 ), and 17 (4d6 ).

Minor Illusion

  • School: Illusion
  • Casting Time: action
  • Range: 30 ft
  • Components: S, M (a bit of fleece)
  • Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.

If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.

Vicious Mockery

  • School: Enchantment
  • Casting Time: action
  • Range: 60 ft
  • Components: V
  • Duration: inst

You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6 ), 11 (3d6 ), and 17 (4d6 ).

Level 1 Spells (4/4 slots)

Auspicious Warning (Dragonmark)

  • School: Enchantment
  • Casting Time: reaction
  • Range: 30 ft
  • Components: V
  • Duration: inst

Just in time, you call out a fortunate warning to a creature within range. The target rolls a d4 and adds the number rolled to an attack roll, ability check, or saving throw that it has just made and uses the new result for determining success or failure.

Bane

  • School: Enchantment
  • Casting Time: action
  • Range: 30 ft
  • Components: V, S, M, C (a drop of blood)
  • Duration: 1 minute

Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Command

  • School: Enchantment
  • Casting Time: action
  • Range: 60 ft
  • Components: V
  • Duration: inst

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target has the Prone condition and then ends its turn.

Halt. On its turn, the target doesn’t move and takes no action or Bonus Action.

Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.

Comprehend Languages

  • School: Divination
  • Casting Time: action
  • Range: self
  • Components: V, S, M, R (a pinch of soot and salt)
  • Duration: 1 hour

For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode symbols or secret messages.

Cure Wounds

  • School: Abjuration
  • Casting Time: action
  • Range: touch
  • Components: V, S
  • Duration: inst

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.

Sleep

  • School: Enchantment
  • Casting Time: action
  • Range: 60 ft
  • Components: V, S, M, C (a pinch of sand or rose petals)
  • Duration: 1 minute

Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell’s effect.

Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.

Level 2 Spells (2/2 slots)

Silence

  • School: Illusion
  • Casting Time: action
  • Range: 120 ft
  • Components: V, S, C, R
  • Duration: 10 minute

For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.