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

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.