Shade/Player Guide

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Revision as of 17:07, 23 January 2026 by Wvaske (talk | contribs) (Reorganize guide into clear combat categories (Offensive, Control, Support, Utility) with enhanced tactics section and quick reference)
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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?

Offensive Options

Weapon Attacks:

  • Dagger of Venom: +5 to hit, 1d4+4 piercing (Finesse, Light, Thrown 20/60 ft, Nick, Vex)
  • Dagger, +1: +5 to hit, 1d4+4 piercing (Finesse, Light, Thrown 20/60 ft, Nick)
  • Rapier, +1: +5 to hit, 1d8+4 piercing (Finesse, Vex) - Best melee damage
  • Spear, +1: +2 to hit, 1d6+1 piercing (Thrown 20/60 ft, Versatile, Sap)
  • Crossbow, Light: +4 to hit, 1d8+3 piercing (Range 80/320 ft, Two-Handed, Loading)

Damage Cantrips:

  • Starry Wisp: +8 to hit, 2d8 radiant damage (60 ft, V/S) - Best ranged damage

Damage Spells:

  • Magic Missile (1st): Automatic hit, 3 darts of 1d4+1 force each (120 ft, V/S)
  • Thunderwave (1st): 2d8 thunder in 15 ft cube, CON save DC 16 or pushed 10 ft (V/S)
  • Witch Bolt (1st): +8 to hit, 1d12 lightning initial + 1d12 each turn, concentration 1 min (60 ft, V/S/M) - 1/Long Rest
  • Scorching Ray (2nd): +8 to hit, 3 rays of 2d6 fire each (120 ft, V/S) - Requires Wand of Suggestion charges
  • Shatter (2nd): 3d8 thunder in 10 ft sphere, CON save DC 16 (60 ft, V/S/M)
  • Cloud of Daggers (2nd): 4d4 slashing each turn in 5 ft cube, concentration 1 min (60 ft, V/S/M)
  • Erupting Earth (3rd): 3d12 bludgeoning in 20 ft cube, DEX save DC 16, creates difficult terrain (120 ft, V/S/M)
  • Raulothim's Psychic Lance (4th): 7d6 psychic + incapacitated, INT save DC 16 (120 ft, V)
  • Hellish Rebuke (2nd): 2d10 fire as reaction when damaged, DEX save DC 14 (60 ft, V/S) - 1/Long Rest

Control Options

Debuff Spells:

  • Bane (1st): Up to 3 targets subtract 1d4 from attacks/saves, CHA save DC 16, concentration 1 min (30 ft, V/S/M)
  • Bestow Curse (3rd): Disadvantage on ability checks/saves for chosen ability, or other curse effects, WIS save DC 16, concentration 1 min (Touch, V/S)

Charm/Control Spells:

  • Suggestion (2nd): Target follows reasonable suggestion, WIS save DC 16, concentration 8 hours (30 ft, V/M) - Also via Wand (2 charges)
  • Charm Monster (4th): Charm creature, WIS save DC 16, 1 hour (30 ft, V/S)

Battlefield Control:

  • Darkness (2nd): 15 ft sphere of magical darkness, concentration 10 min (60 ft, V/M) - 1/Long Rest
  • Erupting Earth (3rd): Creates difficult terrain after damage

Support Options

Ally Buffs:

  • Bardic Inspiration (Bonus Action): Give ally 1d8 to add to ability check, attack, or save within 10 minutes. Can be added AFTER seeing the roll. (4 uses/Long Rest, 60 ft)
  • Song of Rest: During short rest, allies spending Hit Dice gain +1d6 HP healing

Healing:

  • Healing Word (1st): Heal ally for 1d4 + CHA (3) HP as bonus action (60 ft, V)

Concentration Buffs:

  • Blade Ward (Cantrip): Resistance to physical damage, concentration 1 min (Self, V/S)

Utility Options

Detection:

  • Detect Magic (1st, Ritual): Sense magic within 30 ft, concentration 10 min (Self, V/S)

Information Gathering:

  • Speak with Dead (3rd): Ask 5 questions of corpse, 10 min duration (10 ft, V/S/M)

Enhancement:

  • True Strike (Cantrip): Gain advantage on next attack against target (Self, S/M)

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

  • Cutting Words: Subtract 1d8 from enemy's attack roll, ability check, or damage roll. Can do so after the roll but before knowing result. (60 ft, unlimited uses but costs Bardic Inspiration)
  • Iron Rebuke (Clausebearer): When ally within 60 ft is damaged, attacker makes DEX save DC 16 or takes 2d10 piercing + 2d10 fire (half on success). 1/Long Rest
  • Mute's Kiss: 3/Long Rest, 1 Reaction (specific trigger unknown)
  • Hellish Rebuke: When damaged, deal 2d10 fire (DEX save DC 14 for half). 1/Long Rest
  • Opportunity Attack: When enemy leaves reach without Disengaging

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