Backstory:
Grew up on streets playing music to gain some coins to eat another day. Soon getting involved in some thieving guild, betraying them later on and going back onto the streets. Twin to Steven Marckes who meet his untimely fate of his face getting burned of by Ryumg for doing a stupid move with his dick.
Equipment:
-2 daggers
-Hand crossbow
-20 bolts
-Accordion
-Entertainer's pack
-Leather armor
Race: Deep Gnome
Class: Whisper Bard (21)
Alignment: Chaotic Good
Languages: Common, Gnome, Orc
Proficiencies:
-Light armor
-Simple weapons
-Crossbows
-Long/Short swords
-Rapiers
-3 musical instruments
Features:
-3.5ft
-50lb
-Small
-Darkvision 120ft
-Gnome Cunning: ADV on all INT, WIS, CHAR saves
-ADV with stealth in rocky terrain
-Urge to kill Blake Lively
-Father is maybe Adolf Hitler
Level Importance:
1-6, 8-10, 12-20 (F-BARD)
1-20 (SS-BARD)
5, 10, 15 (Insp die)
3, 5-6, 10, 14-15 (WHIP)
Class Features:
Spellcasting, Bardic Inspiration(d4)
Jack of all Trades, Song of Rest(d10), Magical Inspiration
Bard College, Expertise
Bardic Inspiration(d8), Font of Inspiration
Countercharm, Bard College Feature
Magical Secrets, Bard College feature
Bardic Inspiration(d12)
Song of Rest(d12)
Subclass Features:
Psychic Blades, Words of Terror
Mantle of Whispers
Shadow Lore
STATS
HP: 163
AC: 13
Movement: 30ft
Initiative: +2
PB: +7
Spell Attack: +12
Spell Save: 20
PassWIS: 12
STATS
STR: 12 (+1)
DEX: 15 (+2)
CON: 16 (+3)
INT: 19 (+4)
WIS: 10 (+0)
CHA: 20 (+5)
Saving Throws:
STR: +1
DEX: +8
CON: +3
INT: +4/ +11 for spells
WIS: +0/ +8 for spells
CHA: +11/ +19 for spells
Skills:
Sleight of Hand: +11
History: +8
Insight: +9
Performance: +14
Persuasion: +14
ADV Perception
+1 to all other skills due to having Jack of all Trades
Attacks:
2x Daggers: +7 to hit; 5ft, 20/60ft; 1d4+2 piercing damage
Hand Crossbow: +7 to hit; 30/120ft; 1d6+2 piercing damage
Jingle Flail: +7 to hit; 5ft; Magical 1d8+1 bludgeoning + 1d8 thunder damage
Spell slots:
1st level: 4
2nd level: 3
3rd level: 3
4th level: 3
5th level: 3
6th level: 2
7th level: 2
8th level: 1
9th level: 1
Immune:
Resistance:
Vulnerabilities:
Actions
Countercharm: You can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required)
Mantle of Whispers pt2: When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action. While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check. Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest
Shadow Lore: you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect. If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret. While you gain no knowledge of this secret, the target is convinced you know it. While charmed in this way, the creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend. When the effect ends, the creature has no understanding of why it held you in such fear. Once you use this feature, you can’t use it again until you finish a long rest
Bonus Actions
Bardic Inspiration: You can choose any creature other than yourself within 60ft of you that can hear you. That creature gains one Bardic Inspiration die (d6). Within 10 minutes (60 rounds), that creature can add that number to any roll. Once used it's lost.
*You can use this feature equal to your Charisma modifier and can regain it after 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: 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.
Reactions
Mantle of Whispers pt1: When a humanoid dies within 30ft, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest. You can use the shadow as an action
Free Action
Song of Rest: when the party is resting and can hear you playing regains 1d12 hp
Font of Inspiration: Regain all Bardic Inspiration dice after a short rest
Psychic Blades: When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 psychic damage to that target. You can do so only once per round on your turn. The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level
Words of Terror: If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. If the target succeeds on its saving throw, the target has no hint that you tried to frighten it. Once you use this feature, you can't use it again until you finish a short rest or long rest
Superior Inspiration: roll initiative and have no uses of Bardic Inspiration left, you regain one use
DEMON SLAYER: Hairo's demon art; create and manipulate shadows with special properties and characteristics from his flesh and blood
Notice: This will change over time, money won't be as up to date, and skills not mentioned just takes their stats modifier
If you feel like somethings wrong, it shouldn't be, I took 5hrs on this and did my research