Shade/Player Guide

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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