Jellal's Mechanics Page
Jellal the Leonin
Leonin:
Leonin are not native to any land within Felwind, their homeland resides in Arcadia Or perhaps the fabled land of Arborea nobody is exactly sure, All Leonin seen within the material plane are several generations down the line. History of their homeland has faded to old war stories or fairy tales passed down from parent to parent. There are said to be no pure blood Leonin living outside of their homeland, their dominant Genes keeping the heritage alive.
Jellal knows little of his supposed home land, Born and bread in Reton his home is with his family and that's all he cares for.
Physical Appearance
Source: Mythic Odysseys of Theros
- Ability Score Increase
Your Constitution score increases by 2, and your Strength score increases by 1.
- Creature Type:
Your classified as a Humanoid.
- Age
Leonin mature and age at about the same rate as humans.
- Alignment
Leonin tend toward good alignments. Leonin who are focused on the pride lean toward lawful good.
- Size
Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.
- Speed
Your base walking speed is 35 feet.
- Languages
You can speak, read, and write Common and Leonin.
- Powerful Build
You count as one size larger when calculating strength checks/saves against other creatures, determining your carrying capacity and the weight you can push, drag, or lift.
- Darkvision
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
- Claws
Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier.
- Hunter's Instincts
You have proficiency in one of the following skills of your choice: Perception
- Daunting Roar
As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.
Class Introduction
Lore introduction.
- Hit Dice: 1d8 per bard level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
- Tools: Three musical instruments of your choice
- Saving Throws: Dexterity, Charisma
- Skills: Choose any three
Equipment
Background: Feature & Details
Short Description of Background
Skill Proficiencies
- Skill
- Skill
Languages And/Or Tools
- Language
- Tool
Equipment (If Any)
Featured Feat: Feat Name
Spellcasting Rules & Details
Type of Spell List you can access
Spell Slots & Recovery
Spell | Slots | ||||
---|---|---|---|---|---|
1st | 4/4 | 2nd | 3/3 | 3rd | 3/3 |
4th | 3/3 | 5th | 2/2 | 6th | 1/1 |
7th | 0/0 | 8th | 0/0 | 9th | 0/0 |
Total Cantrips | 4 | ||||
Total Spells | 15 |
Spell Preparation
Spellcasting Scores, DC, Bonus
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Charisma modifier
- Spell attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting
Spellcasting Focus
Spell List
Cantrip | Level 1 | Level 2 | Level 3 | Level 4 |
---|---|---|---|---|
- | - | - | - | - |
- | - | - | - | - |
- | - | - | - | - |
- | - | - | - | - |
- | - | - | - | - |
Level 5 | Level 6 | Level 7 | Level 8 | Level 9 |
- | - | - | - | - |
- | - | - | - | - |
- | - | - | - | - |
- | - | - | - | - |
- | - | - | - | - |
Bold = Prepared Spell
1st Level Class
Bardic Inspiration [1]
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.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
2ndLevel Class
Jack of All Trades [1]
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 [1]
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 spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Magical Inspiration (Optional)
At 2nd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
3rd Level Class
Expertise [1]
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.
At 10th level, you can choose another two skill proficiencies to gain this benefit.
Bonus Proficiencies [1]
When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.
Cutting Words [1]
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. 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.
4th Level Class
Feat
5th Level Class
Font of Inspiration [1]
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
6th Level Class
Countercharm [1]
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. 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 if you are incapacitated or silenced or if you voluntarily end it (no action required).
Additional Magical Secrets [1]
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.
7th Level Class
8th Level Class
Feat
9th Level Class
10th Level Class
Magical Secrets [1]
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. 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 and are included in the number in the Spells Known column of the Bard table.
You learn two additional spells from any classes at 14th level and again at 18th level.