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Hugo Sweetwater

Smallfolk Bard

Hugo Sweetwater - Smallfolk Bard (1st to 3rd Level Cheat Sheet)


FRONT PAGE: Core Capabilities & Class Features

  • Name: Hugo Sweetwater
  • Class & Subclass: Bard (Allure Subclass)
  • Lineage & Heritage: Smallfolk (Joymonger Heritage)
  • Background & Talent: Artist (Scrutinous Talent)
  • Spellcasting Ability: Charisma (CHA)

Lineage, Heritage & Background Talents

  • Grounded (Smallfolk Lineage): Once per day when you fail a saving throw, you can reroll the saving throw and gain 1 Luck point.
  • Small Stature (Smallfolk Lineage): You can move through the space of Medium or larger creatures and can attempt to Hide when obscured by them.
  • Natural Adaptation - Halfling (Smallfolk Lineage): Gain advantage on saving throws against being charmed or frightened.
  • Joyful Endurance (Joymonger Heritage):
    • Gain advantage on Constitution checks made outside of combat related to physical weariness or survival.
    • Once per long rest, you can negate the acquisition of one level of exhaustion.
  • Scrutinous (Artist Background Talent):
    • Read the lips of visible creatures speaking a language you know, even if you cannot hear them.
    • Gain a +5 bonus to passive Perception and passive Investigation.
    • Examine an item for 1 minute to ask the GM one true question about its fine or hidden details.
    • Mimic a creature's voice after hearing it speak for 1 minute (contested by Insight vs Deception).

Class & Subclass Features (Levels 1–3)

  • Bardic Inspiration (1st-Level Bard Feature): As a bonus action, give a Bardic Inspiration die (d6) to a creature within 60 feet. Within 10 minutes, the target can roll the die and add the number to an ability check, attack roll, or save (uses equal to CHA modifier per long rest).
  • Spellcasting (1st-Level Bard Feature): Cast Arcane spells using Charisma. You can cast known spells using appropriate slots, cast rituals without slots, and use a musical instrument or arcane focus as a spellcasting focus.
  • Bardic Performance (2nd-Level Bard Feature): Start a performance as an action (2 uses per long rest, lasts up to 1 minute by maintaining it with a bonus action on each turn). Visible/audible creatures in 30 feet are affected. Choose one effect:
  • Celebrate Life: Allies can roll and expend one of their hit dice at the start of their turn to recover hit points equal to the result + your CHA modifier, and they gain advantage on death saving throws.
  • Cutting Words: Gain a reaction to expend a use of Bardic Inspiration, rolling the die and subtracting it from a visible creature's ability check, attack roll, or damage roll.
  • Expertise (2nd-Level Bard Feature): Double your Proficiency Bonus for checks made using the Performance skill or your Stringed Musical Instrument tool.
  • Bardic Performance - Mirror, Mirror (3rd-Level Allure Subclass Feature): When you begin or maintain a performance, you can create an illusory duplicate of a willing creature (up to your PB in duplicates at once; duplicate AC equals your Spell Save DC). When the creature is attacked, use a reaction and roll a d20: on an 11 or higher, the attack targets the duplicate instead (hits destroy the duplicate).
  • Expanded Talent List (3rd-Level Allure Subclass Feature): When you are granted new talents, you can select them from the Magic or Technical talent lists.
  • Illusory Reality (3rd-Level Allure Subclass Feature): As an action, force a creature to make a Wisdom saving throw or automatically fail Intelligence (Investigation) checks to see through your illusions (such as disguise self, major image, minor illusion, and silent image) for 1 minute. If they interact with a dangerous illusion, they take psychic damage equal to your Bard Level + CHA modifier (uses equal to PB per short or long rest).

Hugo Sweetwater

BACK PAGE: Weapon Options & Spells

Weapon Options (Save DC 12)

  • Disarm (Rapier): On a hit, the target must succeed on a DC 12 Strength or Dexterity saving throw or drop a weapon, shield, or object it is wielding into an unoccupied space within 5 feet.
  • Pinning Shot (Dagger): On a hit against a Large or smaller creature, the target must succeed on a DC 12 Strength or Dexterity saving throw or have its speed become 0 until the end of its next turn, unless freed by a creature using an action to succeed on a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check.

Spell List

CHA is your spellcasting modifier.

Cantrips

  • Dancing Lights: Creates up to four hovering lights shedding dim light in a 10-foot radius that you can move as a bonus action.
  • Minor Illusion: Creates a sound or a 5-foot-cube visual image of an object for up to 1 minute.
  • Prestidigitation: Performs minor, harmless magical tricks such as lighting/snuffing fires, cleaning objects, or warming food.
  • Ray of Frost: A ranged spell attack dealing 1d8 cold damage and reducing the target's speed by 10 feet.
  • Vicious Mockery: Unleashes insults dealing 1d4 psychic damage and imposing disadvantage on the target's next attack.

1st-Circle Spells

  • Disguise Self: Changes your appearance (including equipment) to look like another Humanoid of similar build for 1 hour.
  • Hideous Laughter: Forces a creature to succeed on a Wisdom saving throw or fall prone, becoming incapacitated with laughter.
  • Magic Missile: Creates three darts that automatically hit targets for 1d4 + 1 force damage each.
  • Shield: Reaction to gain a +5 bonus to AC for 1 round and block all damage from magic missile.
  • Silent Image: Creates a silent, moving visual illusion of an object or creature up to a 15-foot cube.

2nd-Circle Spells

  • Major Image: Creates a realistic, moving 20-foot-cube illusion with appropriate sounds, smells, and temperatures. (Note: Listed as 1st-circle in the source text but categorized under 2nd-circle).
  • Shatter: Emits a sudden loud ringing noise dealing 3d8 thunder damage in a 10-foot sphere, with disadvantage for inorganic targets.

Ritual Spells

  • Cornucopia (1st-Circle): Conjures a meal for up to six creatures that provides daily nourishment and 1d8 temporary hit points.
  • Magic Mouth (2nd-Circle): Implants a message on an object that is delivered in your voice when a trigger condition is met.