Papi Hardstrum

Max Hit points = 32

    Hit Dice = 3 x 1d8

    Armour Class

    12 Armour

    Movement

    Speed: 40 feet

    Initiative

    +1

    Proficiency Bonus

    +2

    Armor: Light armor
    Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
    Tools: Three musical instruments of your choice

    Details

    Alignment

    Chaotic Good

    Background

    Courtier

    Languages

    Fey

    Race

    Centaur

    Saving Throws

    Spell Save DC

    8 + Proficiency + Charisma

    Charisma

    Proficiency + Attribute

    Dexterity

    Proficiency + Attribute

    Others

    + Attribute

    Dice Roller

    Number of dice

    Type of die:

    Modifier


    Result:

    Attributes

    Strength

    10 +0

    Dexterity

    13 +1

    Constitution

    12 +1

    Intelligence

    10 +0

    Wisdom

    11 +0

    Charisma

    16 +3

    Skills

    Proficient

    Acrobatics (Dex)
    Animal Handling (Wis)
    Arcana (Int)
    Athletics (Str)
    Deception (Cha)
    History (Int)
    Insight (Wis)
    Intimidation (Cha)
    Investigation (Int)
    Medicine (Wis)
    Nature (Int)
    Perception (Wis)
    Performance (Cha)
    Persuasion (Cha)
    Religion (Int)
    Sleight of Hand (Dex)
    Stealth (Dex)
    Survival (Wis)

    Spells

    Level 1

      Level 2

        Bonus Actions

        Bardic Inspriration + Magic Inspiriation

        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.

        Magical Inspiration (Optional)

        At 2nd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

        Actions

        Faerie Fire

        Casting Time: 1 action
        Range: 60 feet
        Components: V
        Duration: Concentration, up to 1 minute

        Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).

        Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

        Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

        Spell Lists. ArtificerBardDruid

        Cloud of Dagger

        Casting Time: 1 action
        Range: 60 feet
        Components: V, S, M (a sliver of glass)
        Duration: Concentration, up to 1 minute

        You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.

        At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

        Tasha's Hideous Laughter

        Casting Time: 1 action
        Range: 30 feet
        Components: V, S, M (tiny tarts and a feather that is waved in the air)
        Duration: Concentration, up to 1 minute

        A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.

        At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

        Command

        Casting Time: 1 action
        Range: 60 feet
        Components: V
        Duration: 1 round

        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. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.

        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 falls prone and then ends its turn.

        Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

        At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

        Disguise Self

        Casting Time: 1 action
        Range: Self
        Components: V, S
        Duration: 1 hour

        You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

        The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

        Speak with Animals

        Casting Time: 1 action
        Range: Self
        Components: V, S
        Duration: 10 minutes

        You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.

        Zone of Truth

        Casting Time: 1 action
        Range: 60 feet
        Components: V, S
        Duration: 10 minutes

        You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

        An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

        Gift of the Gab

        Casting Time: 1 reaction, which you take when you speak to another creature
        Range: Self
        Components: V, S, M (2 gold coins, which is consumed as tax for using the spell)
        Duration: Instantaneous

        When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.

        Preparations

        None

        Casting Time: 1 action
        Range: 30 feet
        Duration: Concentration, up to 1 minute

        You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

        If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

        Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category – from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attack with them deal 1d4 extra damage.

        Abilities & Cantrips

        Bonus Actions

        Off-hand Attack

        Off-hand attack

        Actions

        Weapon Attack

        Attack Action

        Vicious Mockery

        Casting Time: 1 action
        Range: 60 feet
        Components: V
        Duration: Instantaneous

        You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

        At Higher Levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

        Prestidigitaion

        Casting Time: 1 action
        Range: 10 feet
        Components: V, S
        Duration: Up to 1 hour

        This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

        • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
        • You instantaneously light or snuff out a candle, a torch, or a small campfire.
        • You instantaneously clean or soil an object no larger than 1 cubic foot.
        • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
        • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
        • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

        If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

        Minor Illusion

        Casting Time: 1 action
        Range: 30 feet
        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. The illusion also ends if you dismiss it as an action or cast this spell again.

        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.

        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, because things can pass through it.

        If a creature uses its 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.

        Dash, Hide or Disengage
        Hiding

        The GM decides when circumstances are appropriate for hiding. When you try to hide, make a stealth check. Until you are discovered or you stop hiding, that check’s total is contested by the perception check of any creature that actively searches for signs of your presence.

        You can’t hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase.

        Dash

        Doubles movement until next turn.

        Preparations & Utility skills

        Bard Shit

        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 by spending one or more Hit Dice, 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.

        Expertise

        At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

        At 10th level, you can choose another two skill proficiencies to gain this benefit.

        Centaur Shit

        Equine Build.

        Charge.

        Hooves (unarmed)

        Inventory

        Equipment

        Rapier = 1d8 piercing Finesse

        Silver Longsword = 1d8 slash versatile

        Dagger = 1d4 slash, thrown, finesse

        Leathermail = 11 ac +1dex


        3x Darts = 1d4 piercing, light, thrown

        Gear

        123 Gold

        Explorers Pack

        Leather waist coat 

        Backpak Bedroll 

        Costumes x2 

        5 candles 

        5 snakos 

        water skin – Lube 

        desguise kit 

        Bag of sounds

        Notes