Shade/Player Guide: Difference between revisions

From Deez Nuts' Sword Coast Campaign
Jump to navigation Jump to search
Upload player guide for Shade/Player Guide
 
Updated guide to match character sheet exactly - removed inaccurate information, added missing abilities
Line 1: Line 1:
''This is a beginner-friendly guide for playing Shade. For full character details, see [[Shade]].''
= 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 ==
== Overview ==


'''Role in the Party:''' Support Caster, Skill Expert & Battlefield Controller
'''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)


'''Core Strengths:'''
'''Saving Throws:'''
* Best support character - buffs allies and debuffs enemies
* Dexterity: +6
* Largest skill list in the game with Jack of All Trades
* Charisma: +6
* Bardic Inspiration empowers allies
* +1 Bonus vs Disadvantage or end the Charmed condition
* Cutting Words protects allies and disrupts enemies
* Advantage against Non-Magical Sources
* Extensive spell list focused on control and utility
* Extremely versatile - can handle almost any non-combat situation


'''Key Stats to Know:'''
'''Spell Save DC:''' 16 | '''Spell Attack Bonus:''' +8
* '''AC:''' ~14 (light armor + Dex)
* '''HP:''' ~44 (relatively fragile - stay at range)
* '''Spell Save DC:''' ~15 (enemies roll vs this for your spells)
* '''Spell Attack Bonus:''' +7 (when you need to roll to hit with spells)
* '''Bardic Inspiration:''' d8 (can give to allies, 4 uses per long rest)
* '''Spell Slots:''' 4/3/3/1 (1st through 4th level)


== COMBAT - What Can I Do On My Turn? ==
== COMBAT - What Can I Do On My Turn? ==


=== Your Turn (Main Action) ===
=== Basic Actions ===
* '''Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Utilize, Opportunity Attack, Grapple, Shove, Improvise'''


'''1. Cast a Spell (Your Primary Role)'''
=== Weapon Attacks ===
* '''Crossbow, Light:''' +4 to hit, 1d8+3 piercing (80/320 ft, Simple, Ammunition, Loading, Range, Two-Handed, Slow, Range 80/320)
* '''Dagger of Venom:''' +5 to hit, 1d4+4 piercing (hand thrown, Blade, Finesse, Light, Thrown, Nick, Vex, Thrown (20/60), True Strike: 1d6+3 Radiant)
* '''Dagger, +1:''' +5 to hit, 1d4+4 piercing (Simple, Finesse, Light, Thrown, Nick, Range (20/60), True Strike: 1d6+3 Radiant)
* '''Rapier, +1:''' +5 to hit, 1d8+4 piercing (Martial, Finesse, Vex, True Strike: 1d6+3 Radiant)
* '''Spear, +1:''' +2 to hit, 1d6+1 piercing (Simple, Thrown, Versatile, Sap, Range (20/60), True Strike: 1d6+3 Radiant)


'''Control Spells (Disable Enemies):'''
=== Cantrips (At Will) ===
* '''Faerie Fire''' (1st) - 20-ft cube, outline enemies in light, attacks vs them have advantage
* '''Starry Wisp:''' +8 to hit, 2d8 radiant damage (V/S, 60 ft range, instantaneous)
* '''Tasha's Hideous Laughter''' (1st) - Incapacitate one enemy, falls prone laughing (Wis save each turn)
* '''Blade Ward:''' Self protection (V, S - 1 action, self, concentration up to 1 minute, PHB-2024 247)
* '''Hold Person''' (2nd) - Paralyze one humanoid (auto-crit on melee attacks vs them!)
* '''True Strike:''' +8 to hit, advantage on next attack (S, M - 1 action, self, instantaneous, PHB-2024 305)
* '''Phantasmal Force''' (2nd) - Create illusion in creature's mind, 1d6 psychic/turn + behavior control
* '''Hypnotic Pattern''' (3rd) - 30-ft cube, charm creatures, incapacitated (Wis save to resist)
* '''Fear''' (3rd) - 30-ft cone, frighten creatures, must flee (Wis save)
* '''Polymorph''' (4th) - Transform creature into beast (massive control or healing)


'''Support Spells (Help Allies):'''
=== Bonus Actions ===
* '''Bless''' (1st) - 3 creatures get +1d4 to attacks and saves for 1 minute
* '''Bardic Inspiration (4 uses/Long Rest):''' Give ally 1d8 bonus to ability check, attack, or saving throw (within 60 ft, 10 minutes duration). Can be added AFTER seeing the roll but BEFORE knowing success/failure.
* '''Cure Wounds''' (1st) - Heal 1d8+4
* '''Cutting Words:''' Subtract 1d8 from enemy's attack, ability check, or damage roll (within 60 ft, as reaction)
* '''Healing Word''' (1st, bonus action) - Heal 1d4+4 at range (60 ft)
* '''Song of Rest:''' Spend one or more Hit Dice during short rest for extra 1d6 HP healing
* '''Invisibility''' (2nd) - Make ally invisible until they attack
* '''Lesser Restoration''' (2nd) - Cure disease or condition (blinded, deafened, paralyzed, poisoned)
* '''Enhance Ability''' (2nd) - Give ally advantage on ability checks for 1 hour


'''Offensive Spells:'''
=== Reactions ===
* '''Vicious Mockery''' (cantrip) - 2d4 psychic + disadvantage on next attack (Wis save)
* '''Cutting Words:''' As a reaction when a creature (not immune to being charmed) you can see within 60 ft makes an attack roll, ability check, or damage roll, subtract 1d8 from the roll. Can do so after the roll but before knowing the result.
* '''Dissonant Whispers''' (1st) - 3d6 psychic, target must flee (Wis save), provokes opportunity attacks
* '''Heat Metal''' (2nd) - 2d8 fire damage + disadvantage on attacks (if holding metal weapon/armor)
* '''Shatter''' (2nd) - 10-ft sphere, 3d8 thunder damage (Con save)
* '''Fireball''' (3rd) - 20-ft sphere, 8d6 fire damage (Dex save) - LEARNED FROM LORE COLLEGE
* '''Counterspell''' (3rd) - Cancel enemy spell (LEARNED FROM LORE COLLEGE)
 
'''Utility Spells:'''
* '''Detect Magic''' (1st, ritual) - See magical auras within 30 feet
* '''Identify''' (1st, ritual) - Learn properties of magic item
* '''Comprehend Languages''' (1st, ritual) - Understand any language
* '''Tongues''' (3rd) - Understand and speak any language for 1 hour
* '''Sending''' (3rd) - Send 25-word message to anyone, anywhere
 
'''Tiefling Racial Spells (No Spell Slots):'''
* '''Thaumaturgy''' (cantrip) - Minor magical effects for dramatic flair
* '''Hellish Rebuke''' (1/long rest) - When damaged, reaction to deal 2d10 fire damage
* '''Darkness''' (1/long rest) - Create magical darkness in 15-ft radius
 
'''2. Weapon Attack (Generally Avoid This)'''
* '''Rapier:''' +6 to hit, 1d8+3 piercing
* '''Hand Crossbow:''' +6 to hit, 1d6+3 piercing, range 30/120 ft
* '''Usually better to cast a spell - your weapon damage is weak compared to your spells'''
 
=== Bonus Actions ===


* '''Bardic Inspiration:''' Give an ally a d8 they can add to an attack, ability check, or save (4/long rest)
=== Special Features ===
* '''Healing Word:''' Heal an ally at range for 1d4+4 (doesn't waste your action)
* '''Whisperfang Oil (1/Long Rest):''' First time you hit a creature with a poisoned weapon, target takes extra poison damage equal to Proficiency Bonus and must make DC 14 Constitution save or be poisoned until end of their next turn.
* '''Transfer Bardic Inspiration:''' Give it to a different ally if needed
* '''The Compact - Rank 1 - Iron Whisperer:''' Once per long rest, gain advantage on Intimidation or Deception check as faint whispers support your words.
* '''The Compact - Rank 2 - Clausebearer:''' When a creature deals damage to an ally within 60 ft, use reaction to conjure jagged iron shards. Attacker must make Dex save (DC 8 + Proficiency + Cha) or take 2d10 Piercing and 2d10 Fire damage. On success, half damage. Can use once per Long Rest.
* '''Iron Rebuke:''' 1/Long Rest, 1 Reaction
* '''Curse of the Eye:''' You see magic and hidden realms of power with perfect clarity, yet the cost is sleep (Mundane Blindness: disadvantage on all Perception checks and Dexterity saving throws that rely on seeing non-magical creatures or objects; Weakened Aim: -2 penalty to weapon attack rolls)
* '''Mute's Kiss:''' 3/Long Rest, 1 Reaction


=== Reactions ===
=== Magic Items ===
* '''Bagpipes of Zariel's Lament (Attuned):''' Can be used as spellcasting focus
* '''Dagger of Venom:''' Poisoned weapon
* '''Robe of Eyes:''' See magic and hidden realms
* '''Eye of Gilbraxius:''' Special sight item
* '''Wand of Suggestion:''' Cast suggestion spell


* '''Cutting Words:''' When enemy attacks or makes ability check, subtract 1d8 from their roll (4/long rest)
== Spells ==
* '''Opportunity Attack:''' When enemy leaves your reach (rare for you)
* '''Hellish Rebuke:''' When damaged, deal 2d10 fire to attacker (1/long rest, racial)
* '''Counterspell:''' Cancel an enemy spell (if you prepared/learned it)


=== Passive Abilities (Always On) ===
=== Cantrips (At Will) ===
* '''Starry Wisp:''' +8 to hit, 2d8 radiant (V/S, 1A, 60 ft, instantaneous) PHB-2024 320
* '''Blade Ward:''' Protection spell (Bard, 1A, Self, V,S, concentration up to 1 minute) PHB-2024 247
* '''True Strike:''' Advantage on attack (Bard, 1A, Self, S,M, instantaneous) PHB-2024 305


* '''Jack of All Trades:''' Add half proficiency (+1) to any ability check you're not proficient in
=== 1st Level (4 Slots) ===
* '''Song of Rest:''' During short rest, allies heal extra 1d8 HP when using Hit Dice
* '''Thunderwave:''' CON 16, 1A, Self/15 ft cube, V,S, instantaneous - PHB 282 (15 ft Cube, V/S)
* '''Bardic Inspiration (d8):''' Can inspire allies to add d8 to their rolls
* '''Detect Magic [R]:''' Detect magic (Bard, 1A, Self/30 ft, V,S, concentration up to 10 minutes) PHB-2024 231 (D: 10m, V/S)
* '''Cutting Words (d8):''' Can subtract d8 from enemy rolls
* '''Healing Word:''' Heal ally at range (Bard, 1BA, 60 ft, V, instantaneous) PHB-2024 250 (V)
* '''Additional Magical Secrets:''' You know spells from ANY class (Fireball, Counterspell, etc.)
* '''Bane:''' CHA 16, 1A, 30 ft, V,S,M, concentration up to 1 minute - PHB 216 (D: 1m, V/S/M)
* '''Expertise:''' Double proficiency in 4 skills of your choice
* '''Witch Bolt:''' +6 to hit, 1A, 60 ft, V,S,M, concentration up to 1 minute - PHB-2024 343 (1/LR, D: 1m, V/S/M)
* '''Magic Missile:''' Automatic hit (Additional Magical Secrets, 1A, 120 ft, V,S, instantaneous) PHB-2024 296 (V/S)


== SOCIAL SITUATIONS - How Can I Interact? ==
=== 2nd Level (3 Slots) ===
* '''Shatter:''' CON 16, 1A, 60 ft/10 ft sphere, V,S,M, instantaneous - PHB 275 (10 ft Sphere, V/S/M)
* '''Cloud of Daggers:''' Damage zone (Bard, 1A, 60 ft/5 ft cube, V,S,M, concentration up to 1 minute) PHB-2024 222 (D: 1m, 5 ft Cube, V/S/M)
* '''Suggestion:''' WIS 16, 1A, 30 ft, V,M, concentration up to 8 hours - PHB-2024 320 (1 Charge (2/2), D: 8h, V/M)
* '''Scorching Ray:''' +6 to hit, 1A, 120 ft, V,S, instantaneous - PHB-2024 314 (1 Charge (Used), V/S)
* '''Hellish Rebuke:''' DEX 14, 1R, 60 ft, V,S, instantaneous - PHB-2024 250 (1/LR, V/S)
* '''Darkness:''' Create darkness (Infernal Legacy, 1A, 60 ft/15 ft sphere, V,M, concentration up to 10 minutes) PHB-2024 230 (1/LR, D: 10m, 15 ft Sphere, V/M)


'''Skill Proficiencies (Bards have the most):'''
=== 3rd Level (3 Slots) ===
* '''Bestow Curse:''' WIS 16, 1A, Touch, V,S, concentration up to 1 minute - PHB-2024 218 (D: 1m, V/S)
* '''Speak with Dead:''' Speak with corpse (Bard, 1A, 10 ft, V,S,M, 10 minutes) PHB-2024 277 (D: 10m, V/S/M)
* '''Erupting Earth:''' DEX 16, 1A, 120 ft/20 ft cube, V,S,M, instantaneous - EE 155 (20 ft Cube, V/S/M)


'''Likely Expertise Skills (double proficiency, ~+9):'''
=== 4th Level (1 Slot) ===
* '''Deception:''' Lying, disguises, misdirection
* '''Raulothim's Psychic Lance:''' INT 16, 1A, 120 ft, V, instantaneous - FToD 21 (V)
* '''Persuasion:''' Diplomacy, negotiation, inspiring others
* '''Charm Monster:''' WIS 16, 1A, 30 ft, V,S, 1 hour - PHB-2024 249 (D: 1h, V/S)
* '''Performance:''' Entertaining, distracting, impressing
* '''Insight:''' Reading people, detecting lies


'''Other Proficiency Skills (~+5-7):'''
== SOCIAL SITUATIONS ==
* '''Intimidation:''' Threats, commanding presence
* '''Stealth:''' Sneaking and hiding
* '''Investigation:''' Searching and analyzing
* '''Perception:''' Spotting hidden things
* '''Arcana:''' Knowledge of magic
* '''History:''' Knowledge of historical events
* '''Religion:''' Knowledge of gods and religious practices


'''Jack of All Trades (~+1 to everything else):'''
=== Skill Bonuses ===
* Even skills you don't have proficiency in get +1 bonus
* '''Animal Handling (WIS):''' +2
* You can attempt ANY skill check with reasonable success
* '''Arcana (INT):''' +5 (Expertise)
* '''Athletics (STR):''' +1
* '''Deception (CHA):''' +8 (Expertise)
* '''History (INT):''' +3
* '''Insight (WIS):''' +2
* '''Intimidation (CHA):''' +6
* '''Investigation (INT):''' +8 (Expertise)
* '''Medicine (WIS):''' +0
* '''Nature (INT):''' +3
* '''Perception (WIS):''' +0
* '''Performance (CHA):''' +6
* '''Persuasion (CHA):''' +9 (Expertise)
* '''Religion (INT):''' +3
* '''Sleight of Hand (DEX):''' +6
* '''Stealth (DEX):''' +6
* '''Survival (WIS):''' +2


'''Special Abilities:'''
=== Passive Scores ===
* '''Bardic Inspiration:''' Give allies bonuses during social encounters
* '''Passive Perception:''' 10
* '''Comprehend Languages:''' Understand any language (ritual)
* '''Passive Insight:''' 12
* '''Tongues:''' Speak and understand any language for 1 hour
* '''Passive Investigation:''' 18
* '''Detect Thoughts:''' Read surface thoughts or probe deeper (if you learned it)
* '''Suggestion:''' Magically suggest a course of action (if you learned it)
* '''Thaumaturgy (Tiefling):''' Create minor magical effects for dramatic intimidation/persuasion


'''Roleplay Strengths:'''
=== Social Features ===
* Master manipulator and negotiator
* '''Jack of All Trades:''' Add +1 to any ability check you make with chosen proficiencies (2 at 3rd and 10th level)
* Can talk your way out of almost anything
* '''Bardic Inspiration:''' Give allies confidence and bonuses
* Zhentarim member - connections to mercenaries and shadow network
* '''Countercharm:''' Performance that gives allies advantage against being frightened or charmed
* Tiefling heritage - used to prejudice, can use intimidation or sympathy
* '''Expertise:''' Double proficiency in Arcana, Deception, Investigation, and Persuasion
* Entertainer background - charismatic and engaging
* '''Additional Magical Secrets:''' Learn spells from other classes


== EXPLORATION - How Can I Help Outside Combat? ==
=== Languages ===
* Common, Draconic, Infernal, Undercommon


'''Skills for Exploration:'''
== EXPLORATION ==
* '''Perception:''' +5-7 (spotting hidden things, traps, ambushes)
* '''Investigation:''' +5-7 (searching rooms, finding clues)
* '''Stealth:''' +5 (sneaking, though not as good as Gootcha)
* '''Jack of All Trades:''' +1 to any skill check you're not proficient in


'''Special Abilities:'''
=== Movement ===
* '''Expertise in 4 Skills:''' Whatever skills you chose, you're the BEST at them
* '''Walking Speed:''' 30 ft
* '''Ritual Casting:''' Cast ritual spells without using spell slots
* '''Darkvision:''' 60 ft
* '''Darkvision:''' See in darkness (60 feet, Tiefling racial)
* '''Blindsight:''' 30 ft
* '''Hellish Resistance:''' Resistance to fire damage


'''Utility Spells:'''
=== Senses ===
* '''Detect Magic''' (ritual) - Find magical auras, identify magical traps
* '''Darkvision:''' See in darkness (shades of gray) up to 60 ft (Tiefling trait)
* '''Identify''' (ritual) - Learn magic item properties
* '''Hellish Resistance:''' Resistance to fire damage (Tiefling trait)
* '''Comprehend Languages''' (ritual) - Understand any written or spoken language
* '''Invisibility''' - Scout or infiltrate unseen
* '''Enhance Ability''' - Give yourself or ally advantage on ability checks for 1 hour
* '''Tongues''' - Communicate with anyone
* '''Sending''' - Contact allies or NPCs anywhere in the world
* '''Locate Object''' (if you learned it) - Find specific objects


'''Movement:'''
=== Useful Spells for Exploration ===
* '''Speed:''' 30 feet per turn
* '''Detect Magic (Ritual):''' Find magical auras within 30 ft
* '''Hellish Resistance:''' Resistance to fire damage (survive fire traps better)
* '''Speak with Dead:''' Get information from corpses


'''Other Abilities:'''
=== Tools ===
* '''Song of Rest:''' Party heals extra 1d8 HP during short rests (great for dungeon delving)
* '''Bagpipes:''' Musical instrument
* '''Lore Master:''' You can prepare ANY spell from ANY class - extreme versatility
* '''Horn:''' Musical instrument
* '''Lute:''' Musical instrument
* '''Poisoner's Kit:''' Create and apply poisons


== RESOURCE MANAGEMENT ==
== RESOURCE MANAGEMENT ==


{| class="wikitable"
{| class="wikitable"
! Resource !! Total Available !! Recharges On
! Resource !! Total !! Recharges
|-
| '''Hit Dice''' || 7d8 || Long Rest
|-
| '''Bardic Inspiration''' || 4 uses || Long Rest
|-
| '''Spell Slots (1st)''' || 4 || Long Rest
|-
| '''Spell Slots (2nd)''' || 3 || Long Rest
|-
| '''Spell Slots (3rd)''' || 3 || Long Rest
|-
|-
| '''Spell Slots (1st)''' || 4 slots || Long Rest
| '''Spell Slots (4th)''' || 1 || Long Rest
|-
|-
| '''Spell Slots (2nd)''' || 3 slots || Long Rest
| '''Cutting Words''' || Unlimited (Reaction) || Always Available
|-
|-
| '''Spell Slots (3rd)''' || 3 slots || Long Rest
| '''Song of Rest''' || Unlimited || Short Rest
|-
|-
| '''Spell Slots (4th)''' || 1 slot || Long Rest
| '''Whisperfang Oil''' || 1 use || Long Rest
|-
|-
| '''Bardic Inspiration''' || 4 uses (Cha mod) || Long Rest
| '''The Compact - Iron Whisperer''' || 1 use || Long Rest
|-
|-
| '''Cutting Words''' || 4 uses (Cha mod) || Long Rest
| '''The Compact - Clausebearer''' || 1 use || Long Rest
|-
|-
| '''Hellish Rebuke''' || 1 use || Long Rest
| '''Iron Rebuke''' || 1 use || Long Rest
|-
|-
| '''Darkness''' || 1 use || Long Rest
| '''Mute's Kiss''' || 3 uses || Long Rest
|-
| '''Hellish Resistance''' || Always Active || -
|-
| '''Infernal Legacy - Thaumaturgy''' || At Will || -
|-
| '''Infernal Legacy - Hellish Rebuke''' || 1 use || Long Rest
|-
| '''Infernal Legacy - Darkness''' || 1 use || Long Rest
|}
|}
'''Important Notes:'''
* Bardic Inspiration and Cutting Words share the same resource pool (Charisma modifier)
* You can use both in the same combat, but total uses = 4 per long rest
* Ritual spells don't use spell slots - use them freely
* Song of Rest costs nothing - always active during short rests
* Your concentration is precious - choose concentration spells wisely
== COMMON TACTICS ==
'''1. The Controller (Shutdown Priority Targets)'''
* Identify biggest threat (boss, spellcaster, dangerous melee)
* Cast Hold Person (paralyze) or Hypnotic Pattern (incapacitate)
* Use Cutting Words to disrupt their saves or attacks
* '''Why:''' Removing one enemy from combat is often better than damage
* '''Remember:''' Paralyzed enemies auto-fail Str/Dex saves and melee attacks auto-crit!
'''2. The Force Multiplier (Make Allies Stronger)'''
* Before combat: Cast Bless on 3 melee allies (+1d4 to attacks and saves)
* Round 1: Cast Faerie Fire to give everyone advantage on attacks
* Give Bardic Inspiration to allies before they make important rolls
* Use Cutting Words to protect allies from big hits
* '''Why:''' Making 6 allies stronger is better than you alone being strong
'''3. The Debuffer (Weaken Enemies)'''
* Cast Vicious Mockery every turn (cantrip = free) - psychic damage + disadvantage on next attack
* Use Cutting Words to reduce enemy attack rolls by 1d8
* Cast Heat Metal on armored/armed enemies (2d8 fire + disadvantage on attacks)
* '''Why:''' Reducing enemy effectiveness protects whole party
'''4. The Emergency Healer (Keep Allies Alive)'''
* Save spell slots for Healing Word (bonus action)
* When ally drops to 0 HP, use Healing Word to bring them back up instantly
* Don't waste actions on healing - use bonus action Healing Word instead
* '''Why:''' Getting an ally back in the fight is more valuable than damage
'''5. The Infiltrator (Social/Stealth Solutions)'''
* Before sneaking: Cast Invisibility on yourself or an ally
* During negotiation: Use Charm Person or Suggestion to influence NPCs
* If caught: Use Detect Thoughts to read intentions, or Tongues to communicate
* '''Why:''' Avoid combat entirely through social skills and magic
'''6. The Artillery Support (Rare Damage Role)'''
* When control isn't needed and allies are healthy:
* Cast Fireball (8d6 damage, 20-ft radius) - MASSIVE AoE damage
* Cast Shatter or Heat Metal for consistent damage
* Use Vicious Mockery as cantrip filler
* '''Why:''' You CAN deal damage when needed, but it's not your primary role


== QUICK REFERENCE ==
== QUICK REFERENCE ==


'''On Your Turn, Usually Do One Of These:'''
'''In Combat:'''
# Cast control spell (Hold Person, Hypnotic Pattern, Fear) to disable enemies
# Check if Bardic Inspiration is active on allies
# Cast Faerie Fire or Bless to buff allies
# Cast spell or make weapon attack
# Cast Vicious Mockery (cantrip) for damage + disadvantage on enemy attack
# Use bonus action for Bardic Inspiration if needed
# Use Healing Word (bonus action) + cast offensive spell (action)
# Save Cutting Words reaction for enemy critical hits or important saves
# Give Bardic Inspiration (bonus action) + cast spell (action)
 
'''Bonus Action Options (Pick One Per Turn):'''
* Bardic Inspiration: Give ally d8 to add to roll (4/long rest)
* Healing Word: Heal ally 1d4+4 at range
* (Usually use Bardic Inspiration before combat, Healing Word during combat)
 
'''Reaction Options:'''
* Cutting Words: Subtract d8 from enemy attack/check (4/long rest) - **USE THIS OFTEN**
* Counterspell: Cancel enemy spell (if you learned it)
* Hellish Rebuke: Deal 2d10 fire when damaged (1/long rest)
 
'''Best Spell Preparation Strategy:'''
* '''Always prepare:''' Healing Word, Faerie Fire, Hold Person, Hypnotic Pattern
* '''Control:''' Fear, Phantasmal Force, Polymorph
* '''Support:''' Bless, Lesser Restoration, Enhance Ability
* '''Damage (when needed):''' Fireball, Shatter, Dissonant Whispers
* '''Utility:''' Detect Magic, Comprehend Languages, Tongues, Invisibility
 
'''Concentration Spell Priority (Choose Wisely):'''
1. **Hypnotic Pattern** - Incapacitate multiple enemies (HUGE)
2. **Faerie Fire** - Give party advantage on attacks
3. **Hold Person** - Paralyze key enemy (auto-crit for melee allies)
4. **Bless** - +1d4 to 3 allies' attacks and saves
5. **Heat Metal** - Sustained damage + disadvantage on attacks


'''Remember:'''
'''Before Combat:'''
* You are a SUPPORT character - your job is to make allies stronger and enemies weaker
# Ensure Bardic Inspiration is distributed
* Bardic Inspiration and Cutting Words both use the same pool (4 uses total)
# Position for ranged attacks (80 ft optimal)
* Give Bardic Inspiration BEFORE allies roll, use Cutting Words AFTER enemies roll
* Healing Word is a BONUS ACTION - you can still cast a spell with your action
* **NEVER use your action to heal** unless it's a big Cure Wounds (use Healing Word instead)
* You can use Cutting Words on ABILITY CHECKS too, not just attacks (great vs enemy grapples, shoves, Counterspells)
* Jack of All Trades means you're decent at EVERYTHING (+1 minimum)
* Ritual casting saves spell slots - use it for Detect Magic, Comprehend Languages, Identify
* Your Expertise skills are likely +9 or higher - USE THEM in social situations
* Counterspell can save lives - interrupt enemy Fireball or Hold Person
* Song of Rest gives free healing during short rests (passive, always on)


'''Bardic Inspiration Tips:'''
'''Concentration Spells (can only have ONE active):'''
* Give to allies who are about to make important rolls (attacks on bosses, key saves, crucial ability checks)
* Bane, Witch Bolt, Cloud of Daggers, Suggestion, Hellish Rebuke (concentration), Darkness, Bestow Curse
* They can use it AFTER seeing the roll but BEFORE knowing success/failure
* Don't waste on minor rolls - save for critical moments
* Remind allies they have it - they might forget!


'''Cutting Words Tips:'''
'''Key Numbers to Remember:'''
* Use on enemy attacks that would hit your squishy allies (casters, you)
* Spell Save DC: '''16'''
* Use on enemy saves to make your control spells stick (enemy rolling vs your Hold Person)
* Spell Attack: '''+8'''
* Use on enemy ability checks (Counterspell check, grapple attempts, shove attempts)
* Bardic Inspiration Die: '''1d8'''
* You decide to use it AFTER seeing the roll - perfect for "that would hit" moments
* Cutting Words Die: '''1d8'''
* AC: '''18'''


'''Combat Priority:'''
'''Resistances:'''
1. Control dangerous enemies (Hold Person, Hypnotic Pattern, Fear)
* Fire Resistance (Tiefling)
2. Buff allies (Faerie Fire, Bless, Bardic Inspiration)
* Acid Resistance (from features)
3. Protect allies (Cutting Words, Healing Word when they drop)
4. Debuff enemies (Vicious Mockery, Heat Metal)
5. Deal damage (Fireball, Shatter) - only when nothing else is needed


[[Category:Player Resources]]
'''Special Note:''' Shade has Curse of the Eye which provides perfect magical sight but causes disadvantage on Perception checks and Dexterity saves relying on non-magical sight, plus -2 to weapon attack rolls.
[[Category:Player Characters]]

Revision as of 15:41, 23 January 2026

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

COMBAT - What Can I Do On My Turn?

Basic Actions

  • Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Utilize, Opportunity Attack, Grapple, Shove, Improvise

Weapon Attacks

  • Crossbow, Light: +4 to hit, 1d8+3 piercing (80/320 ft, Simple, Ammunition, Loading, Range, Two-Handed, Slow, Range 80/320)
  • Dagger of Venom: +5 to hit, 1d4+4 piercing (hand thrown, Blade, Finesse, Light, Thrown, Nick, Vex, Thrown (20/60), True Strike: 1d6+3 Radiant)
  • Dagger, +1: +5 to hit, 1d4+4 piercing (Simple, Finesse, Light, Thrown, Nick, Range (20/60), True Strike: 1d6+3 Radiant)
  • Rapier, +1: +5 to hit, 1d8+4 piercing (Martial, Finesse, Vex, True Strike: 1d6+3 Radiant)
  • Spear, +1: +2 to hit, 1d6+1 piercing (Simple, Thrown, Versatile, Sap, Range (20/60), True Strike: 1d6+3 Radiant)

Cantrips (At Will)

  • Starry Wisp: +8 to hit, 2d8 radiant damage (V/S, 60 ft range, instantaneous)
  • Blade Ward: Self protection (V, S - 1 action, self, concentration up to 1 minute, PHB-2024 247)
  • True Strike: +8 to hit, advantage on next attack (S, M - 1 action, self, instantaneous, PHB-2024 305)

Bonus Actions

  • Bardic Inspiration (4 uses/Long Rest): Give ally 1d8 bonus to ability check, attack, or saving throw (within 60 ft, 10 minutes duration). Can be added AFTER seeing the roll but BEFORE knowing success/failure.
  • Cutting Words: Subtract 1d8 from enemy's attack, ability check, or damage roll (within 60 ft, as reaction)
  • Song of Rest: Spend one or more Hit Dice during short rest for extra 1d6 HP healing

Reactions

  • Cutting Words: As a reaction when a creature (not immune to being charmed) you can see within 60 ft makes an attack roll, ability check, or damage roll, subtract 1d8 from the roll. Can do so after the roll but before knowing the result.

Special Features

  • Whisperfang Oil (1/Long Rest): First time you hit a creature with a poisoned weapon, target takes extra poison damage equal to Proficiency Bonus and must make DC 14 Constitution save or be poisoned until end of their next turn.
  • The Compact - Rank 1 - Iron Whisperer: Once per long rest, gain advantage on Intimidation or Deception check as faint whispers support your words.
  • The Compact - Rank 2 - Clausebearer: When a creature deals damage to an ally within 60 ft, use reaction to conjure jagged iron shards. Attacker must make Dex save (DC 8 + Proficiency + Cha) or take 2d10 Piercing and 2d10 Fire damage. On success, half damage. Can use once per Long Rest.
  • Iron Rebuke: 1/Long Rest, 1 Reaction
  • Curse of the Eye: You see magic and hidden realms of power with perfect clarity, yet the cost is sleep (Mundane Blindness: disadvantage on all Perception checks and Dexterity saving throws that rely on seeing non-magical creatures or objects; Weakened Aim: -2 penalty to weapon attack rolls)
  • Mute's Kiss: 3/Long Rest, 1 Reaction

Magic Items

  • Bagpipes of Zariel's Lament (Attuned): Can be used as spellcasting focus
  • Dagger of Venom: Poisoned weapon
  • Robe of Eyes: See magic and hidden realms
  • Eye of Gilbraxius: Special sight item
  • Wand of Suggestion: Cast suggestion spell

Spells

Cantrips (At Will)

  • Starry Wisp: +8 to hit, 2d8 radiant (V/S, 1A, 60 ft, instantaneous) PHB-2024 320
  • Blade Ward: Protection spell (Bard, 1A, Self, V,S, concentration up to 1 minute) PHB-2024 247
  • True Strike: Advantage on attack (Bard, 1A, Self, S,M, instantaneous) PHB-2024 305

1st Level (4 Slots)

  • Thunderwave: CON 16, 1A, Self/15 ft cube, V,S, instantaneous - PHB 282 (15 ft Cube, V/S)
  • Detect Magic [R]: Detect magic (Bard, 1A, Self/30 ft, V,S, concentration up to 10 minutes) PHB-2024 231 (D: 10m, V/S)
  • Healing Word: Heal ally at range (Bard, 1BA, 60 ft, V, instantaneous) PHB-2024 250 (V)
  • Bane: CHA 16, 1A, 30 ft, V,S,M, concentration up to 1 minute - PHB 216 (D: 1m, V/S/M)
  • Witch Bolt: +6 to hit, 1A, 60 ft, V,S,M, concentration up to 1 minute - PHB-2024 343 (1/LR, D: 1m, V/S/M)
  • Magic Missile: Automatic hit (Additional Magical Secrets, 1A, 120 ft, V,S, instantaneous) PHB-2024 296 (V/S)

2nd Level (3 Slots)

  • Shatter: CON 16, 1A, 60 ft/10 ft sphere, V,S,M, instantaneous - PHB 275 (10 ft Sphere, V/S/M)
  • Cloud of Daggers: Damage zone (Bard, 1A, 60 ft/5 ft cube, V,S,M, concentration up to 1 minute) PHB-2024 222 (D: 1m, 5 ft Cube, V/S/M)
  • Suggestion: WIS 16, 1A, 30 ft, V,M, concentration up to 8 hours - PHB-2024 320 (1 Charge (2/2), D: 8h, V/M)
  • Scorching Ray: +6 to hit, 1A, 120 ft, V,S, instantaneous - PHB-2024 314 (1 Charge (Used), V/S)
  • Hellish Rebuke: DEX 14, 1R, 60 ft, V,S, instantaneous - PHB-2024 250 (1/LR, V/S)
  • Darkness: Create darkness (Infernal Legacy, 1A, 60 ft/15 ft sphere, V,M, concentration up to 10 minutes) PHB-2024 230 (1/LR, D: 10m, 15 ft Sphere, V/M)

3rd Level (3 Slots)

  • Bestow Curse: WIS 16, 1A, Touch, V,S, concentration up to 1 minute - PHB-2024 218 (D: 1m, V/S)
  • Speak with Dead: Speak with corpse (Bard, 1A, 10 ft, V,S,M, 10 minutes) PHB-2024 277 (D: 10m, V/S/M)
  • Erupting Earth: DEX 16, 1A, 120 ft/20 ft cube, V,S,M, instantaneous - EE 155 (20 ft Cube, V/S/M)

4th Level (1 Slot)

  • Raulothim's Psychic Lance: INT 16, 1A, 120 ft, V, instantaneous - FToD 21 (V)
  • Charm Monster: WIS 16, 1A, 30 ft, V,S, 1 hour - PHB-2024 249 (D: 1h, V/S)

SOCIAL SITUATIONS

Skill Bonuses

  • Animal Handling (WIS): +2
  • Arcana (INT): +5 (Expertise)
  • Athletics (STR): +1
  • Deception (CHA): +8 (Expertise)
  • History (INT): +3
  • Insight (WIS): +2
  • Intimidation (CHA): +6
  • Investigation (INT): +8 (Expertise)
  • Medicine (WIS): +0
  • Nature (INT): +3
  • Perception (WIS): +0
  • Performance (CHA): +6
  • Persuasion (CHA): +9 (Expertise)
  • Religion (INT): +3
  • Sleight of Hand (DEX): +6
  • Stealth (DEX): +6
  • Survival (WIS): +2

Passive Scores

  • Passive Perception: 10
  • Passive Insight: 12
  • Passive Investigation: 18

Social Features

  • Jack of All Trades: Add +1 to any ability check you make with chosen proficiencies (2 at 3rd and 10th level)
  • Bardic Inspiration: Give allies confidence and bonuses
  • Countercharm: Performance that gives allies advantage against being frightened or charmed
  • Expertise: Double proficiency in Arcana, Deception, Investigation, and Persuasion
  • Additional Magical Secrets: Learn spells from other classes

Languages

  • Common, Draconic, Infernal, Undercommon

EXPLORATION

Movement

  • Walking Speed: 30 ft
  • Darkvision: 60 ft
  • Blindsight: 30 ft

Senses

  • Darkvision: See in darkness (shades of gray) up to 60 ft (Tiefling trait)
  • Hellish Resistance: Resistance to fire damage (Tiefling trait)

Useful Spells for Exploration

  • Detect Magic (Ritual): Find magical auras within 30 ft
  • Speak with Dead: Get information from corpses

Tools

  • Bagpipes: Musical instrument
  • Horn: Musical instrument
  • Lute: Musical instrument
  • Poisoner's Kit: Create and apply poisons

RESOURCE MANAGEMENT

Resource Total Recharges
Hit Dice 7d8 Long Rest
Bardic Inspiration 4 uses Long Rest
Spell Slots (1st) 4 Long Rest
Spell Slots (2nd) 3 Long Rest
Spell Slots (3rd) 3 Long Rest
Spell Slots (4th) 1 Long Rest
Cutting Words Unlimited (Reaction) Always Available
Song of Rest Unlimited Short Rest
Whisperfang Oil 1 use Long Rest
The Compact - Iron Whisperer 1 use Long Rest
The Compact - Clausebearer 1 use Long Rest
Iron Rebuke 1 use Long Rest
Mute's Kiss 3 uses Long Rest
Hellish Resistance Always Active -
Infernal Legacy - Thaumaturgy At Will -
Infernal Legacy - Hellish Rebuke 1 use Long Rest
Infernal Legacy - Darkness 1 use Long Rest

QUICK REFERENCE

In Combat:

  1. Check if Bardic Inspiration is active on allies
  2. Cast spell or make weapon attack
  3. Use bonus action for Bardic Inspiration if needed
  4. Save Cutting Words reaction for enemy critical hits or important saves

Before Combat:

  1. Ensure Bardic Inspiration is distributed
  2. Position for ranged attacks (80 ft optimal)

Concentration Spells (can only have ONE active):

  • Bane, Witch Bolt, Cloud of Daggers, Suggestion, Hellish Rebuke (concentration), Darkness, Bestow Curse

Key Numbers to Remember:

  • Spell Save DC: 16
  • Spell Attack: +8
  • Bardic Inspiration Die: 1d8
  • Cutting Words Die: 1d8
  • AC: 18

Resistances:

  • Fire Resistance (Tiefling)
  • Acid Resistance (from features)

Special Note: Shade has Curse of the Eye which provides perfect magical sight but causes disadvantage on Perception checks and Dexterity saves relying on non-magical sight, plus -2 to weapon attack rolls.