Racial Traits - Half Elf:
- Ability Score Increase - Your Charisma increases by 2.
- Darkvision - Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep.
- Languages - You can read, speak, and write Common, Elvish, and one other language (Orcish).
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Sub-Racial Traits - Wood Elf Descent:
- Skill Versatility - Skill Versatility. You gain proficiency in two skills of your choice ().
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Background Features - Hermit:
- Skill Proficiencies - You have proficiency in Medicine and Religion.
- Tool Proficiencies - You have proficiency in the Herbalism Kit.
- Discovery - N/A as of this moment. Connect with DM.
- Specialty (Life of Seclusion) - I needed a quiet place to work on my art, literature, music, or manifesto.
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Class Features - Bard:
Bard Level 1 - Proficiencies: You gain proficiency in Dexterity and Charisma Saving Throws, Three Skills of Choice (Arcana, History, Insight), Three Muscical Instruments of Choice (Drum, Dulcimer, Flute), Light Armor, and Simple Weapons.
Bard Level 1: Spellcasting - See Spellcasting Section.
Bard Level 1: Cantrips - You gain 2 cantrips.
Bard Level 1: Known Spells - You learn up to 4 spells.
Bard Level 1: Spell Slots Acquired - You acquire 2 1st Level Spell Slots.
Bard Level 1: Bardic Inspiration - You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. 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.
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Bard Level 2: Known Spells - You learn up to 5 spells.
Bard Level 2: Spell Slots Acquired - You gain 1 additional 1st Level Spell Slot.
Bard Level 2: 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.
Bard Level 2: Expertise - Gain expertise in 2 skills you are proficient in.
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Bard Level 3: Known Spells - You learn up to 6 spells
Bard Level 3: Spell Slots Acquired - You gain 2 2nd level spell slots, and 1 additional 1st Level Spell Slot.
Bard Level 3: Bardic College - College of Lore
CoL Level 3: Bonus Proficiencies - Gain proficiency in 3 skills of choice (Perception, Persuasion, Survival).
CoL Level 3: Cutting Words - You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature's roll, reducing the damage or potentially turning the success into a failure.
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Bard Level 4: Cantrips - You can learn an additional cantrip
Bard Level 4: Known Spells - You learn up to 7 spells
Bard Level 4: Spell Slots Acquired - You gain an additional 2nd level spell slot
Bard Level 4: Ability Score Improvement - See Notes Section.
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Bard Level 5: Known Spells - You learn up to 9 spells.
Bard Level 5: Spell Slots Acquired - You gain 2 3rd level spell slots.
Bard Level 5: Font of Inspiration - You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest. In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.
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Bard Level 6: Known Spells - You learn up to 10 spells.
Bard Level 6: Spell Slots Acquired - you gain 1 additional 3rd level spell slot.
COL Level 6: Magical Discoveries - You learn two spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof (see a class's section for its spell list). A spell you choose must be a cantrip or a spell for which you have spell slots. You always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets these requirements.