Medium Humanoid (Bard, Human)
Armor Class 13 Leather Armor
Hit Points 9 (1d8 + 1)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
12 (+1)
INT
12 (+1)
WIS
11 (+0)
CHA
17 (+3)
Saving Throws DEX +4, CHA +5
Skills Deception +2, Performance +4
Senses Passive Perception 10
Languages Common
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Spellcasting. The Bard is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The Bard has following bard spells prepared:
Cantrips (at will): Dancing Lights, Vicious Mockery
1st level (2 slots): Charm Person, Detect Magic, Healing Word

Actions

Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 4 (1d6 + 1) piercing damage.

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 3 (1d4 + 1) piercing damage.

Hand Crossbow. Ranged Weapon Attack:+4  to hit, range 30/120 ft., 1 target. Hit: 5 (1d4 + 3) piercing damage.

Unarmed Strike. Melee Weapon Attack: -1 to hit, reach 5 ft., 1 target. Hit: 1 (1d4 - 1) bludgeoning damage.

Vicious Mockery. Targeted creature has to hear and understand the casting character. WIS save DC 13. Hit: 2 (1d4) psychic damage and disadvantage on the next attack roll the target makes before the end of its next turn. 

Healing Word. Range 60 feet. Heals a creature for (1d4+3) HP. It has no effoct on undead and constructs.

Bonus Actions

Bardic Inspiration. As a bonus action, the Bard can inspire an ally through words and music. The targeted creature must be within 60 feet of it and be able to hear it. That creature gains one Bardic Inspiration Die (1d6). Once, when that creature makes an ability check, attack roll, or saving throw, it can roll the Bardic Inspiration Die and add the dice roll to the ability check, attack roll, or saving throw. A creature can have only one Bardic Inspiration Die at a time. This action can be used 2 times per long rest.

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Habitat: Urban

DoomsayerHoglik

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