Doric the Effusive
7 [-2] 12 [+1] 15 [+2] 12 [+1] 14 [+2] 16 [+3]

Human, Bard (College of Lore), Entertainer
Male, ft: refined features, medium build

  • Exp: 770
  • Speed: 30
  • HP: 53 (8 + Con).
  • Level Proficiency: +3 [Level 7].
  • Saving Throws: DEX, CHA.

Abilities and Feats:

Bardic Inspiration (D8), "Do Better": [3 Uses]
[Bonus Action]. You can inspire others through stirring words or music. Use a bonus action on your turn to choose one creature other than yourself within 60ft of you who can hear you. That creature gains one Bardic Inspiration die.
Once within the next ten minutes, the creature can roll the die and add the number to one ability check, attack roll or saving roll it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but before the DM determines success or failure. Once rolled, the die is lost, and only one can be active on a creature at any one time.
You can use this feature a number of times equal to your Charisma modifier. You regain any expended uses when you finish a short rest. Upgrades to d10 at 10th level.

Song of Rest, "Soothing Lullabies":
When you regain health during a short rest in the presence of the bard, you add D6 to the number of wounds you regain.

By Popular Demand, "Rockstar Lifestyle":
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Counter Charm, "Don't be Frightened":
[Action to activate]. Gives allies within 30ft advantage on checks to resist being frightened or charmed.

Cutting Words, "No-one likes you":
[Reaction]. May use Bardic Inspiration and a Reaction to impose D8 negative to enemy attack roll, ability check or damage roll.


  • Weapon Proficiency: Simple Weapons, Shortswords, Rapiers, Handcrossbows, Longswords.
  • Armour Proficiency: Light Armour.
  • Tool Proficiencies: Ocarina, Drums (Djembe), Bugle, Disguise Kit, Sitar.
  • Speak: Common, Elvish.
  • Skills: Arcana, Acrobatics, Deception, Perception, Performance [x2], Persuasion, Stealth [x2], Survival.
    • Jack of All Trades: Add 1/2 Proficiency to all skill checks.


  • Rapier (1d8 P; 2lb; Finesse)
  • Bugle, Ocarina
  • Doric's Drums:
    • +1 Djembe.
  • +1 Studded Leather:
    • AC13 + Dex
  • Costume [Fine Clothes]
  • Dagger (1d4 P; 1lb; Finesse, Light, Thrown (Range 20/60)
  • Chest
    • 2 Map cases, Fine Clothes, Ink and Ink Pen, Lamp, 2 Flasks of Oil, 5 Sheets of Paper, Vial of Perfume, Sealing Wax, Soap, Bedroll, Waterskin, 20x Rations.
  • Favour of an admirer (Trinket, carved crystal pendant)
  • Coin Pouch
  • Glass Eye worth 100gp, Components Pouch.

2 Platinum
105 Gold
9 Electrum
38 Silver
28 Copper

Bardic Magic

Spell DC: 15
Reset: Long Rest.


  • 1st: 4
  • 2nd: 3
  • 3rd: 3
  • 4th: 1

Cantrips: [Known- 3]

  • Vicious Mockery
    • V.
    • Action. 60ft.
    • You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 2d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
    • This spell’s damage increases by 1d4 when you reach 11th level (3d4), and 17th level (4d4).
  • Mage Hand
    • VS.
    • Action. 30ft. Concentration, 1 munute.
    • 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 m ore 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.
  • Friends:
    • SM.
    • Action. Self. Concentration, up to 1 minute.
    • For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you have used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

Spells: [Known- 10]


  • Tasha's Hideous Laughter
    • VSM.
    • Action. 30ft. Concentration, up to 1 minute.
    • A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
    • At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target had advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
  • Sleep
    • VSM.
    • Action. 90ft. 1 Minute.
    • This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
    • Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
    • Undead and creatures immune to being charmed aren’t affected by this spell.
    • At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.


  • Suggestion
    • V.
    • Action. 60ft.
    • You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
    • The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
    • You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.
    • If you or any of your companions damage the target, the spell ends.
  • Invisibility
    • V.
    • Action. 60ft. Concentration, 1 hour
    • A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
    • When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
  • Calm Emotions
    • V.
    • Action. 60ft.
    • You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
    • Alternatively, you can make a target indifferent about creatures o f your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.


  • Major Image
    • V.
    • Action. 60ft.
    • You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench).
    • As long as you are within range o f the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image o f a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
    • Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image, and its other sensory qualities become faint to the creature.
  • Hypnotic Pattern
    • V.
    • Action. 60ft.
    • You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
    • The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
  • Feign Death
    • V.
    • Action. 60ft.
    • You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
    • For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.
  • Clairvoyance
    • V.
    • Action. 60ft.
    • You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.
    • When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
    • A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
  • Fly
    • VSM.
    • Action. Touch. Concentration, up to 10 minutes.
    • You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
    • At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.


  • Dimension Door
    • V.
    • Action. 500ft.
    • You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualise, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.”
    • You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
    • If you would arrive in a place already occupied by an object or a creature, you and any creature travelling with you each take 4d6 force damage, and the spell fails to teleport you.
  • Confusion
    • VSM.
    • Action. 90ft. Concentration, up to 1 minute.
    • This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or by affected by it.
    • An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behaviour for that turn.
    • 1: The creature uses up all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
    • 2-6: The creature doesn’t move or take actions this turn.
    • 7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
    • 9-10: The creature can act and move normally.
    • At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target
    • At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each spell slot above 4th.


  • Personality: I get bitter if I'm not the centre of attention
  • Routines: Instrumentalist, Storyteller, Actor
  • Ideal: Honest - Art should reflect the soul; it should come from within and reveal who we really are
  • Bond: My instrument is my most treasured possession, and it reminds me of someone I love.
  • Flaw: I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
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