Strength Dexterity Constitution Intelligence Wisdom Charisma
13 [+1] 16 [+3] 14** [+2] 11 [+0] 13 [+1] 16* [+3]

Lightfoot Halfling, Bard [x - 8], Folk Hero

  • Size: Small [3'3", 40 lb]
  • Speed: 25ft
  • HP: 45/45
  • Level Proficiency: +3.
  • Saving Throws: Dexterity, Charisma.
  • Passive Perception: 13 (Wisdom [3])
  • AC: 11/15

Traits and Features:
Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave: You have advantage on saving throws against being frightened.
Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Gourmand: Increase Con by 1. As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it. During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigours of adventuring, provided you have suitable food, cook’s utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.
+1 Charisma, +1 Constitution


  • Bardic Inspiration: Bonus action, choose another creature within 60 ft who can hear you. That creature gains a d8 inspiration die. 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. Can use this up to Cha modifier times per short 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: 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, each of those creatures regains an extra 1d6 hit points.

  • ** Expertise:** At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
  • Countercharm: As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early ifyou are incapacitated or silenced or if you voluntarily end it (no action required).
  • College of Lore:
  • Cutting Words:When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling

a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

  • Additional Magical Secrets: At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.


  • Weapon Proficiency: Simple weapons, hand crossbows, longswords, rapiers, shortswords.
  • Armour Proficiency: Light Armour.
  • Tool Proficiencies: Cook's Utensils (Double Proficient), Land Vehicles, Voice, Fiddle, Flute


  • Languages: Common, Halfling
  • Proficient: Animal Handling, Survival (Double), Stealth, Perception (Double), Persuade, Sleight of Hand, Athletics, Performance


  • Katanga's Scimitar (+1, D6 slashing + D6 cold damage)
  • Dagger (d4)
  • Studded Leather Armour (AC 12 + Dex)
  • Metal Fiddle
  • Chef's Tools
  • Iron Pot
  • Shovel
  • Common Clothes
  • Entertainer's pack: Bedroll, 2x Costumes (Child, Finery), 5x Candles, Waterskin, Rations (5)
  • Disguise Kit

Platinum: 0
Gold: 10
Electrum: 0
Silver: 0
Copper: 0

Casting mod: +6, Save: 14DC

Bard: 1st:4 2nd:3 3rd:3 4th:2
Spells Known = 11

  • Mending: 1min, touch, VSM. This spell repairs a single break or tear in an object you touch, such as a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no longer than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
  • Prestidigitation: Action, 10ft, VS, 1 hour. This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
    • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    • You instantaneously light or snuff out a candle, a torch, or a small campfire.
    • You instantaneously clean or soil an object no larger than 1 cubic foot.
    • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
    • If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
  • Message: Action, 120ft, VSM. You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

Level 1:

  • Comprehend Languages, Longstrider, Sleep, Unseen Servant

Level 2:

  • **Heat Metal, Locate Object, Silence

Level 3:

  • **Dispel Magic, Tongues, Feign Death, Revivify, Aura of Vitality

Level 4:

  • **Greater Invisibility, Polymorph

Defining Event: A celestial creature gave me a blessing (spirit of Huey Hewitson).
Personality: I misuse long words in an attempt to sound smarter.
Personality: If someone is in trouble, I’m always ready to lend help.
Ideal: Destiny. Nothing and no one can steer me away from my higher calling. (Any)
Bond: I have a family, but I have no idea where they are. One day, I hope to see them again.
Flaw: I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.

After escaping the wreck of the Antecedent Fortune with a pack full of platinum Cad sets about fulfilling his dreams. He travels around the Kingdom, moving with groups of adventurers and writing his cook book. Cad's 194 Goodberry Recipes becomes a favourite for gourmands across the lands.
Cad continues to travel with adventurers, testing his recipes on them and cooking up the magical beasts they slay. He publishes many more books, including the popular 15 ways to cook a dragon egg and 1 way not to.

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