The Dragonsbane Knights
3rd level medium humanoid
Armor Class: 13
Hit points: 18
Proficiency Bonus: +2
Speed: 30 ft (six squares)
Alignment: Chaotic Good
Language: Common, Elvish, Sylvan, Thieves Cant
Strength – 9 (-1)
Dexterity – 15 (2)
Intelligence – 11 (0)
Wisdom – 13 (3)
Melee Attack (Two-weapon Fighting): Double Short swords (2 for 1st attack 1d6 for 2nd)
Melee or Ranged Dagger: (ranged 20/60 ft; 2 piercing)
Ranged Hand Crossbow: (ranged 30/120 ft; 2 piercing)
Acrobatics, Deception, History, Performance, Sleight of Hand, Stealth
Leather Armor, Short swords (2), daggers (2), hand crossbow (20 bolts), flute, lute, potion of healing, clothes, disguise kit, healers kit, backpack, bedroll, belt pouch, flask of whiskey, lampblack lantern, mess kit, oil (3 pints), 4 days rations, small steel mirror, comb, thieves tools, tinderbox, waterskin, whetstone, Bottles of Mage Fire (4), 3gp and 6 sp
Proficiencies (Add proficiency bonus when using these items in attack or skill check)
Armor: Light armor
Weapons: Simple weapons, Hand crossbows, Light crossbows, Long swords, rapiers, short swords
Tools: Lute, Flute, and Drums
Saving Throws: Intelligence, Charisma
When you make an Intelligence check, treat a d20 roll of 9 or lower as a 10 if the check involves any of the following skills: Arcana, History, Nature, or Religion.
Add a +5 bonus to any ability check using four chosen skills or tools you are proficient with.
Chosen Skills: Sleight of Hand, Performance, Stealth, Thieves Tools
You are a master at magically manipulating others through oration, music, and other special performances. You start out knowing two such performances: Call to Battle and Inspire Competence.
To use one of these magical performances, you must speak or play an instrument as an action. Maintaining the performance requires concentration, as some spells do (see the rules for magic). You can switch to a different performance by taking another action. The whole effect, whether it is composed of one performance or several, can last no longer than 10 minutes, and it ends early if you are silenced. You can’t use this feature again until you rest for at least 10 minutes.
A creature can be affected by only one of these performances at a time. If two or more bards try to affect the same creature with such performances, the creature is affected by neither.
Call to Battle
While you perform Call to Battle, friendly creatures, including you, are inspired to fight with greater zeal while within 25 feet of you. An affected creature can roll an extra d4 when rolling damage for melee and ranged attacks. This extra damage die increases in size when your bard level reaches 6 (1d6), 9 (1d8), 13 (1d10), and 17 (1d12).
Your performance of Inspire Competence fills friendly creatures with confidence while they are within 25 feet of you. When you start this performance, choose one of the six abilities. An affected creature can add your proficiency bonus to any check it makes with the chosen ability. You can use your action to change the chosen ability.
College of Wit
You learn Fascinating Performance, a new use for your Bardic Performance.
While you perform it, each creature within 50 feet of you that isn’t hostile to you must make a Wisdom saving throw against your bard spell save DC (8+charisma add prof. if using instrument) at the start of its turn.
On a failed save, the target is charmed by you until the performance ends or the target leaves its radius. A charmed target cannot move or take actions and makes Wisdom (Perception) checks with disadvantage.
If you or another creature draws or brandishes a weapon or casts a spell, each charmed creature can make a new Wisdom saving throw to end the effect. If any of the targets take damage or is otherwise harmed, this effect ends for all of them.
If you make an attack or cast a spell that affects anyone but yourself, this effect ends. You cannot use this Bardic Performance if you or any creature that would be affected by it is currently engaged in combat.
Charisma is your magic ability for your mage spells. Saving Throw DC. The DC to resist one of your spells equals 8 + your Charisma modifier. If you are holding a musical instrument when you cast a spell, you can add your proficiency bonus to the spell’s saving throw DC.
Spell Slots: 3 1st level spells and 2 cantrips from the bard spell list.
- Feather Fall
- Healing Word
- Mage Hand