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Race: Faerie Dragon (Age 20), Class: Bard 2
Background: N/A, Alignment: Chaotic Good
Patron Deity: N/A
Factions: N/A
Ability Scores
Strength 3 (-4), Dexterity 20 (+5), Constitution 13 (+1);
Intelligence 14 (+2), Wisdom 12 (+1), Charisma 16 (+3)
Bonus: +2
Saving Throws: Dexterity, Charisma
Skills: Arcana +4, Perception +3, Performance +5, Stealth +7
Tools: Vocal Instrument
Languages: Cyrrollae (Halfling), BalGez'ir (Draconic), Aos-sidhe (Sylvan)
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Spellcasting, Bardic Inspiration (d6)
Attacks: Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Armor Class: 15, Initiative: +4, Speed: 10ft, fly 60ft
Hit Points: 34, Hit Dice: 4D8
Personality Traits:
Bonds: Talmarkin
Flaws: Cider


Faerie Dragon Traits

  • Darkvision 60 ft
  • Superior Invisibility As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.
  • Limited Telepathy Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.
  • Magic Resistance The dragon has advantage on saving throws against spells and other magical effects.
  • Innate Spellcasting The dragon’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.
    • Red, 1/day each: dancing lights, mage hand, minor illusion
    • Orange, 1/day: color spray
    • Yellow, 1/day: mirror image
    • Green, 1/day: suggestion
  • Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
  • Euphoria Breath (Recharge 5–6) The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:
    • 1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
    • 5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.

Bard Traits

  • Spellcasting Ability Charisma
  • Bardic Inspiration
    • You can inspire others through stirring w ords 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.
  • 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, 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
    • Performance, Stealth
  • Bardic College
    • College of Glamour

College of Glamour

  • Mantle of Inspiration
    • When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that enthralls your allies with vigor and speed.
    • As a bonus action, you can expend a use of Bardic Inspiration to grant yourself a wondrous, otherworldly appearance. When you do so, choose a number of allies you can see and who can see you within 60 feet of you, up to a number of them equal to your Charisma modifier (minimum of one). Each target gains 2d6 temporary hit points.
    • When a target gains these temporary hit points, it can also use its reaction to move up to its speed toward you, without provoking opportunity attacks. It must take the shortest, safest path to you.
    • The number of temporary hit points increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d10 at 10th level, and 2d12 at 15th level.
  • Enthralling Performance
    • Starting at 3rd level, you can charge your performance with seductive fey magic.
    • If you perform for at least 10 minutes, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number of them equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
    • If a target succeeds on its save against this effect, the target has no hint that you tried to charm it.
    • Once you use this feature, you can’t use it again until you finish a short or long rest


Spell save DC: 13
Spell attack modifier: +5

Spells Known/Spell Slots
Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
2 6 4 2 - - - - - - -

Known Spells:
Cantrips: Prestidigitation, Vicious Mockery
1st Level: Dissonant Whispers, Faerie Fire, Speak with Animals, Tasha's Hideous Laughter, Thundering Armour
2nd Level: Sudden Transposition