Shade/Player Guide
Shade - Player Guide
Shade is a Level 7 Tiefling Bard (College of Lore) with the Haunted One background. Shade is a member of the Zhentarim.
Overview
Core Stats:
- AC: 18 (Light Armor)
- HP: 45 (Max)
- Speed: 30 ft.
- Initiative: +4
- Proficiency Bonus: +3
Ability Scores:
- STR 10 (+0) | DEX 16 (+3) | CON 12 (+1)
- INT 14 (+2) | WIS 8 (-1) | CHA 17 (+3)
Saving Throws:
- Dexterity: +6
- Charisma: +6
- +1 Bonus vs Disadvantage or end the Charmed condition
- Advantage against Non-Magical Sources
Spell Save DC: 16 | Spell Attack Bonus: +8
SPELL PREPARATION & CHANGES
When Can Shade Change Spells?
Long Rest (Prepared Spells):
- Bards are Spontaneous Casters - you do NOT prepare spells
- Your entire spell list is ALWAYS available to cast
- You cannot change your known spells at rest
Level Up (Learning New Spells):
- When you gain a Bard level, you learn 1 new spell of any level you can cast
- You can also replace 1 known spell with a different spell of any level you can cast
- Example at Level 8: Learn 1 new spell, and optionally swap out 1 old spell
What This Means:
- Your current spell list is FIXED until you level up
- No daily preparation needed - you always know all your spells
- Choose carefully when leveling - you're stuck with your choices until next level
Current Spells Known: 12 spells (4 cantrips + 8 leveled spells)
- Maximum at Level 7: 11 known spells (you have 1 bonus spell from Infernal Legacy)
COMBAT - What Can I Do On My Turn?
Weapon Attacks
| Weapon | Attack Bonus | Avg Damage | Damage Roll | Range | Properties | Source |
|---|---|---|---|---|---|---|
| Rapier, +1 | +5 | 8 | 1d8+4 piercing | Melee | Finesse, Vex | Equipment |
| Dagger of Venom | +5 | 6 | 1d4+4 piercing | 20/60 ft | Finesse, Light, Thrown, Nick, Vex | Magic Item |
| Dagger, +1 | +5 | 6 | 1d4+4 piercing | 20/60 ft | Finesse, Light, Thrown, Nick | Magic Item |
| Spear, +1 | +2 | 4 | 1d6+1 piercing | 20/60 ft | Thrown, Versatile, Sap | Equipment |
| Crossbow, Light | +4 | 8 | 1d8+3 piercing | 80/320 ft | Two-Handed, Loading | Equipment |
Note: All weapon attacks have -2 penalty due to Curse of the Eye (already included in attack bonus above)
Damage Cantrips
| Cantrip | Attack Type | Attack Bonus | Avg Damage | Damage Roll | Range | V/S/M | Source |
|---|---|---|---|---|---|---|---|
| Starry Wisp | Spell Attack | +8 | 9 | 2d8 radiant | 60 ft | V/S | Bard Cantrip |
Damage Spells - Spell Attack
| Spell | Level | Attack Bonus | Avg Damage | Damage Roll | Effect | Range | V/S/M | Source |
|---|---|---|---|---|---|---|---|---|
| Witch Bolt | 1st | +8 | 13 (first turn) + 6/turn | 1d12 lightning initial, 1d12 auto damage each turn | Ongoing damage while concentrated | 60 ft | V/S/M | Bard (1/Long Rest) |
| Scorching Ray | 2nd | +8 | 21 (3 rays) | 3 rays × 2d6 fire each | Can target 1-3 creatures | 120 ft | V/S | Wand of Suggestion |
Damage Spells - Saving Throw
| Spell | Level | Save | Avg Damage | Damage Roll | Effect/Conditions | Range/Area | V/S/M | Source |
|---|---|---|---|---|---|---|---|---|
| Thunderwave | 1st | CON 16 | 9 | 2d8 thunder | Half damage on save, pushed 10 ft on fail | 15 ft cube | V/S | Bard |
| Shatter | 2nd | CON 16 | 13 | 3d8 thunder | Half on save, extra damage to objects | 60 ft / 10 ft sphere | V/S/M | Bard |
| Cloud of Daggers | 2nd | None (auto) | 10/turn | 4d4 slashing per turn | Lasts 1 min (conc), damages on entry and start of turn | 60 ft / 5 ft cube | V/S/M | Bard |
| Erupting Earth | 3rd | DEX 16 | 19 | 3d12 bludgeoning | Half on save, creates difficult terrain | 120 ft / 20 ft cube | V/S/M | Bard |
| Raulothim's Psychic Lance | 4th | INT 16 | 24 | 7d6 psychic | Half on save, incapacitated until end of next turn on fail | 120 ft | V | Bard |
| Hellish Rebuke | 2nd | DEX 14 | 11 | 2d10 fire | Reaction when damaged, half on save | 60 ft | V/S | Infernal Legacy (1/LR) |
Damage Spells - Automatic Hit
| Spell | Level | Avg Damage | Damage Roll | Effect | Range | V/S/M | Source |
|---|---|---|---|---|---|---|---|
| Magic Missile | 1st | 10 | 3 darts × (1d4+1) force | Automatic hit, can split between targets | 120 ft | V/S | Bard |
Control & Debuff Spells
| Spell | Level | Save | Effect | Duration | Conditions | Range | V/S/M | Source |
|---|---|---|---|---|---|---|---|---|
| Bane | 1st | CHA 16 | Up to 3 targets subtract 1d4 from attacks/saves | 1 min (conc) | Debuff | 30 ft | V/S/M | Bard |
| Bestow Curse | 3rd | WIS 16 | Choose: Disadvantage on ability checks/saves, disadvantage on attacks vs you, lose action on 4-6, or custom curse | 1 min (conc) | Cursed | Touch | V/S | Bard |
| Suggestion | 2nd | WIS 16 | Target follows reasonable suggestion | 8 hours (conc) | Charmed (suggestion) | 30 ft | V/M | Bard or Wand (2 charges) |
| Charm Monster | 4th | WIS 16 | Charm creature | 1 hour | Charmed | 30 ft | V/S | Bard |
| Darkness | 2nd | None | Create 15 ft sphere of magical darkness | 10 min (conc) | Blinded (inside) | 60 ft | V/M | Infernal Legacy (1/LR) |
Support & Healing
| Ability | Type | Effect | Range | V/S/M | Source |
|---|---|---|---|---|---|
| Bardic Inspiration | Bonus Action | Give ally 1d8 to add to ability check, attack, or save within 10 minutes (4 uses/Long Rest) | 60 ft | Verbal | Bard Class Feature |
| Healing Word | 1st Level Spell (Bonus Action) | Heal ally for 1d4+3 HP | 60 ft | V | Bard |
| Song of Rest | Short Rest Feature | Allies spending Hit Dice gain +1d6 HP | Party | Performance | Bard Class Feature |
| Blade Ward | Cantrip | Resistance to physical damage | Self | V/S | Bard |
Utility Spells
| Spell | Level | Effect | Duration | Range | V/S/M | Source |
|---|---|---|---|---|---|---|
| Detect Magic | 1st (Ritual) | Sense magic within 30 ft | 10 min (conc) | Self | V/S | Bard |
| Speak with Dead | 3rd | Ask corpse 5 questions | 10 min | 10 ft | V/S/M | Bard |
| True Strike | Cantrip | Gain advantage on next attack against target | Until end of your next turn | Self | S/M | Bard |
| Thaumaturgy | Cantrip | Minor supernatural effects (voice amplification, harmless tremors, etc.) | Up to 1 min | 30 ft | V | Tiefling |
Bonus Actions
- Bardic Inspiration: Give ally 1d8 bonus (4 uses/Long Rest)
- Healing Word: Heal ally 1d4+3 HP at range
- Song of Rest: During short rest only, +1d6 to Hit Dice healing
Reactions
| Reaction | Trigger | Effect | Save/DC | Uses | Source |
|---|---|---|---|---|---|
| Cutting Words | Enemy makes attack, ability check, or damage roll | Subtract 1d8 from their roll | None | Unlimited (uses Bardic Inspiration) | Bard Feature |
| Iron Rebuke | Ally within 60 ft takes damage | Attacker takes 2d10 piercing + 2d10 fire | DEX 16 (half on save) | 1/Long Rest | Clausebearer Compact Rank 2 |
| Mute's Kiss | Unknown trigger | Unknown effect | Unknown | 3/Long Rest | Clausebearer Compact |
| Hellish Rebuke | You take damage | Deal 2d10 fire damage to attacker | DEX 14 (half on save) | 1/Long Rest | Infernal Legacy |
| Opportunity Attack | Enemy leaves reach without Disengaging | Make melee weapon attack | Attack roll | Unlimited | Standard Rule |
SOCIAL SITUATIONS
Skill Bonuses
Best Skills (Expertise):
- Persuasion: +9 - Your strongest social skill
- Deception: +8 - Lying and misdirection
- Investigation: +8 - Finding clues and details
- Arcana: +5 - Magical knowledge
Good Skills:
- Intimidation: +6
- Performance: +6
- Sleight of Hand: +6
- Stealth: +6
Other Skills:
- Animal Handling: +2, Athletics: +1, History: +3, Insight: +2, Medicine: +0, Nature: +3, Perception: +0, Religion: +3, Survival: +2
Passive Scores
- Passive Perception: 10 (WARNING: Low due to Curse of the Eye)
- Passive Insight: 12
- Passive Investigation: 18 (Very high - use this for noticing details)
Social Features
- Jack of All Trades: Add +1 to ability checks you're not proficient in
- Expertise: Double proficiency in Arcana, Deception, Investigation, and Persuasion
- Iron Whisperer: 1/Long Rest, gain advantage on Intimidation or Deception as faint whispers support your words
- Countercharm: As action, perform until end of next turn. You and allies within 30 ft gain advantage vs frightened/charmed
Languages
- Common, Draconic, Infernal, Undercommon
EXPLORATION
Movement & Senses
- Walking Speed: 30 ft
- Darkvision: 60 ft (see in darkness as shades of gray)
- Blindsight: 30 ft (from Robe of Eyes)
- Curse of the Eye Effect: See magic perfectly, but disadvantage on Perception checks and DEX saves involving non-magical creatures/objects. -2 penalty to weapon attacks.
Useful Exploration Spells
- Detect Magic (Ritual): Find magical auras within 30 ft (10 min concentration)
- Speak with Dead: Get information from corpses (5 questions)
- Thaumaturgy (At Will): Create minor supernatural effects - flavor and utility
Tools & Instruments
- Poisoner's Kit: Create and apply poisons
- Bagpipes, Horn, Lute: Musical instruments (Bagpipes can be spellcasting focus)
RESOURCE MANAGEMENT
| Resource | Total | Recharges |
|---|---|---|
| Hit Dice (d8) | 7 | Long Rest |
| Bardic Inspiration | 4 uses | Long Rest |
| Spell Slots (1st Level) | 4 | Long Rest |
| Spell Slots (2nd Level) | 3 | Long Rest |
| Spell Slots (3rd Level) | 3 | Long Rest |
| Spell Slots (4th Level) | 1 | Long Rest |
| Cutting Words | Unlimited (uses Reaction) | Always Available |
| Song of Rest | Unlimited | Per Short Rest |
| Whisperfang Oil | 1 use | Long Rest |
| Iron Whisperer (Compact Rank 1) | 1 use | Long Rest |
| Iron Rebuke (Compact Rank 2) | 1 use | Long Rest |
| Mute's Kiss | 3 uses | Long Rest |
| Hellish Rebuke (Infernal Legacy) | 1 use | Long Rest |
| Darkness (Infernal Legacy) | 1 use | Long Rest |
| Wand of Suggestion | 2 charges | Unknown |
| Scorching Ray (Wand) | 1 charge used | Unknown |
COMMON TACTICS
Opening Combat
1. Check positioning - Stay at 60+ ft for ranged safety
2. Consider Bane - If fighting multiple tough enemies, debuff them first (concentration)
3. Or cast Cloud of Daggers - Place in chokepoint for ongoing damage (concentration)
4. Or blast with Erupting Earth - High damage AOE with difficult terrain
During Combat
1. Use Starry Wisp - Reliable ranged damage every turn
2. Save Bardic Inspiration for critical moments - Death saves, important attacks, crucial saves
3. Use Cutting Words on enemy crits or when ally might get hit - Can turn a hit into a miss
4. Maintain concentration - Don't cast new concentration spells if you have a good one active
5. Use Rapier +1 in melee - Best melee option if forced into close combat
Support Tactics
1. Give Bardic Inspiration before combat - Distribute to frontline fighters
2. Save Healing Word for emergencies - Bonus action means you can still cast cantrip
3. Use Suggestion creatively - Remove enemies from combat without violence
4. Charm Monster for information - Great for interrogation or avoiding combat
Defensive Tactics
1. AC 18 is good - You can take a few hits
2. Fire resistance - Less concerned about fire damage
3. Iron Rebuke for protection - Use when ally takes big hit
4. Hellish Rebuke for revenge - Punish attackers who damage you
5. Darkness as escape - Drop magical darkness and flee if overwhelmed
Spell Slot Conservation
- Use cantrips liberally - Starry Wisp is strong and free
- 1st level slots - Bane, Healing Word, Thunderwave when needed
- 2nd level slots - Shatter for AOE, Suggestion for control
- 3rd level slots - Erupting Earth for big damage, Bestow Curse for boss fights
- 4th level slot - Raulothim's Psychic Lance for high-priority targets only
QUICK REFERENCE
In Combat Priority:
1. Check if concentration spell is active (don't break unless necessary)
2. Check ally positioning and health
3. Cast spell OR make weapon attack
4. Save Cutting Words reaction for critical enemy attacks
5. Save Bardic Inspiration for crucial moments
Before Combat Checklist:
1. Distribute Bardic Inspiration to frontliners (4 available)
2. Position at 60-80 ft range (optimal for spells)
3. Prepare concentration spell choice
4. Have Cutting Words ready for reactions
Concentration Spells (Only ONE Active):
- Control: Bane, Bestow Curse, Suggestion, Charm Monster, Darkness
- Damage: Witch Bolt, Cloud of Daggers
- Defense: Blade Ward
Key Combat Numbers:
- Spell Save DC: 16
- Spell Attack Bonus: +8
- Bardic Inspiration Die: 1d8 (add to ally's roll)
- Cutting Words Die: 1d8 (subtract from enemy's roll)
- AC: 18
- Initiative: +4
Resistances & Vulnerabilities:
- Fire Resistance (Tiefling - half damage from fire)
- Acid Resistance (from features)
- Curse of the Eye Penalties: Disadvantage on Perception and DEX saves vs non-magical things, -2 to weapon attacks
Special Abilities Quick List:
- At-Will: Starry Wisp, Blade Ward, True Strike, Thaumaturgy
- 1/Long Rest: Whisperfang Oil, Iron Whisperer, Iron Rebuke, Mute's Kiss (3/LR), Hellish Rebuke, Darkness, Witch Bolt
- Unlimited: Cutting Words (reaction), Bardic Inspiration (4/LR), Song of Rest
Best Damage Options by Range:
- Ranged (60+ ft): Starry Wisp (2d8), Magic Missile (3×1d4+1), Raulothim's Psychic Lance (7d6)
- AOE: Thunderwave (2d8), Shatter (3d8), Erupting Earth (3d12)
- Melee: Rapier +1 (1d8+4), Dagger of Venom (1d4+4 + poison potential)
Best Control Options:
- Multiple Enemies: Bane (-1d4 to attacks/saves)
- Single Enemy: Bestow Curse (concentration, many effects)
- Social Control: Suggestion (8 hours!), Charm Monster
- Battlefield: Erupting Earth (difficult terrain), Darkness (can't see)
Remember:
- You can cast 1 leveled spell per turn (or 1 bonus action spell + cantrip)
- Bardic Inspiration can be added AFTER seeing the roll result
- Cutting Words can be used AFTER seeing the roll but BEFORE knowing if it succeeds
- Concentration breaks if you cast another concentration spell or take damage and fail CON save
- Your Passive Investigation (18) is very high - DM should tell you when you notice things automatically
- Curse of the Eye makes you bad at mundane Perception but excellent at detecting magic