Tavarian Psyche. This creature can communicate telepathically with any creature within 60ft that has this feature. You know the message cantrip. When you reach 3rd level, you can cast the animal friendship spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the calm emotions spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Bard 2. This creature is a second level bard.
Catrips: Vicious Mockery, blade ward
1st (3 slots): Comprehend Languages, Charm Person, Cure Wounds, Heroism, Dissonant Whispers
Spell casting charisma. save 14. Spell attack +6.
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.
Spear Rifle Charge. When you move 15ft in a line and make a melee attack with your spear rifle, you deal an additional 1d12 damage.
Multiattack. This creature makes two ranged attacks with its Wrist Pistol or one with its Spear Rifle.
Spear Rifle. Ranged Weapon Attack: +3 to hit, range 60/120 ft., one target. Hit: 8 (1d12 + 1) piercing damage. Ammo: 6
Spear Rifle. Melee Weapon Attack: +3 to hit, range 5 ft., one target. Hit: 6 (1d8 + 1) piercing damage.
Wrist Pistol. Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/80 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Bardic Inspiration. 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.
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