Human, Spy, Bard

Neutral Good

Strength Dexterity Constitution Intelligence Wisdom Charisma
10 [+0] 16 [+3] 10 [+0] 11 [+0] 10 [+0] 16 [+3]

+1 to Dex and Cha

Dimensions: 5’9” 162lb
HP: 13 [+D8+Con per level]
Saving Throws: Dexterity, Charisma
AC: 14.


  • Human Traits:
    • 30ft Move. Medium size.
  • Spy:
    • You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Proficiencies: [+2]
Weapon: Simple Weapons, hand crossbows, longswords, rapiers, shortswords
Armour: Light Armour
Tools: Gaming Set, Thieves Tools
Languages: Araby, Reikspiel


Feats and Abilities:

  • Crossbow Expert:
    • You ignore the loading quality of crossbows with which you are proficient.
    • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
    • When you use the Attack action and attack with a one- handed weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding.
  • 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.
  • 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:
    • 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.


  • Hand Crossbow [+5 to hit]
    • Range 30/120; D6+Dex Pierce; Light, Loading) w/ 20 bolts.
  • Hand Crossbow [+5 to hit]
    • Range 30/120; D6+Dex Pierce; Light, Loading) w/ 20 bolts.
  • Leather Armor
    • 11+Dex
  • Rapier [+5 to hit]
    • D8+Dex Pierce; Finesse
  • Lute



  • Minor Illusion
    • SM (a bit of fleece).
    • Action. 30ft. 1 minute.
    • You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
    • If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
    • If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
    • If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
  • Mage Hand
    • VS
    • Action. 30ft. 1 minutes.
    • A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds.


  • Dissonant Whispers
  • Faerie Fire
  • Sleep
  • Tasha's Hideous Laughter
  • Healing Word

1st: x3

Lost: Left Hand

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