Jack of All Trades. You can add half your proficiency bonus, rounded down ( +1 ), to any ability check you make that doesn’t already include it.
Unfailing Inspiration. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.
Spellcasting. Barrick is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The Barrick has the following bard spells prepared:
Cantrips (at will): mage hand, prestidigitation, vicious mockery
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Countercharm. As an action, you can perform until the end of your next turn. During that time, you and any friendly creatures within 30 ft. that can hear you gain advantage on saving throws against being frightened or charmed.
Universal Speech. As an action, choose 3 creature(s) within 60 ft. The chosen creature(s) can magically understand you, regardless of the language you speak, for 1 hour. Once you use this feature, you can’t do so again until you finish a long rest or expend a spell slot.
Bardic Inspiration. As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d8). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
Unsettling Words. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 ft. Roll the Bardic Inspiration die (1d8). The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.
Description
He's fat, he's brightly colored, and he's coming for ya!
For stats for homebrew spells, see my creations!
Comments