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Iriel Sakar (level 5) Elven Bard (High Elf) College of Valor - Coggle…
Iriel Sakar
(level 5)
Elven Bard (High Elf)
College of Valor
Action
Attack ( can use bonus action to attack too)
Close combat
Melee
Rapier
Grapple
Target must be max one size larger
Strength(Athletics) check
Moving with creature halves the speed
Shove
Make prone or push away
Target must be max one size larger
Strength(Athletics) check
Ranged combat
longbow
longsword
hand crossbow
Cast spell
Cantrips
Blade ward
Minor illusion
Prestidigitation
Vicious mockery
Spells
1st level (4)
Charm person 30 feet (more than one if done at higher spell slot)
Detect Magic 30 feet
Cure wounds (more healing at higher spell slots)
2nd level (3)
Enhance ability (more ability if done at higher spell slot)
Invisibility (more than one if done at higher spell slot)
3rd level (2)
Fear 30 foot cone
Clairvoyance
Dash
Movement is doubled
Enemy gets opportunity attack
Disengage
Can move total speed without opportunity attack
Reaction of creature can still hit
Dodge
Avoid attacks till next turn
Attack role against you has disadvantage (if you can see the attacker)
Dexterity saving throws with advantage
Not if incapacitated or speed is 0
Help
(non combat) help one creature with their task
Advantage on ability check before next turn
(combat) help one friendly creature attack a creature 5 feet from you
Advantage on attack role before next turn
Hide
Dex stealth check to attempt to hide
Disadvantage on attack role if you cant see target
If creature cant see you, advantage on attack
Gives away your location and no longer in stealth
1/2 cover- +2 bonus to AC and dex saving throws, 3/4th cover - +5 bonus, total cover- cant be targeted directly
Ready
Lets you act as a reaction
Decide the trigger and response to trigger
For a spell, cast normal but hold till trigger
Casting time of 1 action
Concentration is required, can break if damage received before reaction
Search
Use object
Bonus Action
With attack action
Dagger
Give bardic inspiration
Reaction
One reaction per turn
Opportunity attack if creature moves away from you
Movement
Can be broken up to before and after action
Climbing
Swimming
Walking
Jumping
Difficult terrain- movement is halved
Being prone (knocked down)
Continue being prone
Crawl
1 foot of movement requires 1 feet in normal terrain, 3 in difficult terrain
Disadvantage on attack rolls
Attack role against has advantage if within 5 feet, otherwise disadvantage
Get up
Use half movement
Around creatures
Another creature's terrain becomes difficult terrain
Leaving a hostile creature's reach provokes an opportunity attack
Interaction
Communicate (brief utterances and gestures)
One object/feature of environment