| Level | 3 (0/2700 XP for level-up) |
| Background | Faceless |
| Size | Medium |
| Species | Ombrask(Tiefling) |
| Subclass | College of Mask |
| Level | 3 |
| Hit dice | 3/3 |
| 1d8+1 | |
| W | Pr | Weapon / Attack | AB | Abi | Dmg | Dmg Type |
|---|
| W | T | Armor | AC | D | Properties |
|---|---|---|---|---|---|
| Leather | 13 |
| P/E | Bonus | Skill | Abi |
|---|---|---|---|
| +3 | Acrobatics | DEX | |
| +0 | Animal Handling | WIS | |
| +1 | Arcana | INT | |
| +1 | Athletics | STR | |
| +5 | Deception | CHA | |
| +1 | History | INT | |
| +0 | Insight | WIS | |
| +5 | Intimidation | CHA | |
| +1 | Investigation | INT | |
| +0 | Medicine | WIS | |
| +1 | Nature | INT | |
| +0 | Perception | WIS | |
| +5 | Performance | CHA | |
| +5 | Persuasion | CHA | |
| +1 | Religion | INT | |
| +4 | Sleight of Hand | DEX | |
| +4 | Stealth | DEX | |
| +0 | Survival | WIS |
+4
Expertise Bonus |
+2
Proficiency Bonus |
+1
Jack of all Trades |
Leather Armor
Flute
Drum
Grappling Hook
Lantern, Hooded
Torch x10
Rope
Waterskin
Woodcarver's Tools
Disguise Kit
Proficiencies: Hand crossbows, Longswords, rapiers, shortswords
Tools: Drums, Flute, Lyre
Languages: Common, Undercommon
YA GOT A LIFESPARK
Darkvision: 60 ft.
Lightbender: You have advantage on saving throws against being blinded and have resistance to radiant damage.
Trackless: You have proficiency in stealth.
Voice Thief: When a creature that can speak dies within 30 feet of you, you can use your reaction to absorb a piece of it's psyche. After you use this reaction you can't do so until you finish a long rest. After absorbing a psyche you can perfectly mimic the creature's voice, cadence, and speech patterns indefinitely. You can hold a number of psyche equal to your proficiency bonus. If you go over your limit you must replace one psyche.
Inspiring Performance: You learn to empower others thorough the art of performance. If you perform for at least 10 minutes, you can choose a number of creatures up to your Charisma modifier who witnessed your performance. Each creature gains temporary hit points equal to your charisma modifier + your proficiency bonus and has advantage on its next initiative roll before it finishes a long rest. Once you inspire a creature this way, that creature can't benefit from this feature again until it finishes a long rest.
Nojaku Conjuration:
You have the power to conjure magical masks. As a bonus action, you can conjure one mask of your choice from the options to the side. It appears on your face or levitates in the air around you, and it lasts for 1 minute or until you use a bonus action to dismiss it or conjure another one.
While conjured, your mask grants you advantage on Performance checks, and you can use it as a spellcasting focus for your bard spells. You can create a mask in this way a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.
If you have no uses remaining, you can create a mask by expending a Bardic Inspiration die.
- Mask of Beauty: When a creature within 20 feet of you that you can see makes a saving throw to resist the effects of an enchantment spell you cast, use your reaction to expend one your BI, imposing disadvantage on that roll
- Mask of Hope: When a creature within 60 feet of you that you can see or hear you rolls a BI die, you can use your reaction to add your Charisma modifier to that roll
- Mask of Solitude: When a creature hits you with a melee attack, you can use your reaction to release a blast of force from your mask, dealing 1d8 force damage to the creature and pushing it up to 15 feet away from you.
- Mask of War: Once per turn, you can add your Charisma modifier to the damage roll of a weapon attack you make or a bard spell you cast (no action required).
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