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### Balladeer Table
Level
Proficiency Bonus
Cantrips known
Level 1 slots
Level 2 slots
Level 3 slots
Level 4 slots
Level 5 slots
Level 6 slots
Level 7 slots
Level 8 slots
Level 9 slots
2
2
4
3
-
-
-
-
-
-
-
-
3
2
4
4
2
-
-
-
-
-
-
-
4
2
5
5
3
-
-
-
-
-
-
-
5
3
5
3
2
-
-
-
-
-
-
-
6
3
5
5
3
3
-
-
-
-
-
-
7
3
5
5
3
3
1
-
-
-
-
-
8
3
5
5
3
3
2
-
-
-
-
-
9
4
5
5
3
3
3
1
-
-
-
-
10
4
6
6
3
3
3
2
-
-
-
-
11
4
6
6
3
3
3
2
1
-
-
-
12
4
6
6
3
3
3
2
1
-
-
-
13
5
6
6
3
3
3
2
1
1
-
-
14
5
6
6
3
3
3
2
1
1
1
-
15
5
6
6
3
3
3
2
1
1
1
-
16
5
6
6
3
3
3
2
1
1
1
-
17
6
6
6
3
3
3
2
1
1
1
1
18
6
6
6
3
3
3
3
1
1
1
1
19
6
6
6
3
3
3
3
2
1
1
1
20
6
6
6
3
3
3
3
2
2
1
1
Had Some trouble putting the features on here so the next page will just be the features and what level you get them at. \pagebreak ### Balladeer Features * Lvl 1 - Blade Bond, Blade Magic, Fate of the Bard (2d4) * Lvl 2 - Battle Cry (d6), Spellcasting, Fate’s Protection * Lvl 3 - Balladeer’s Destiny, Expertise * Lvl 4 - Ability Score Improvement * Lvl 5 - Fate of the Paladin (d8), Extra attack * Lvl 6 - Remove Charm, Recast * Lvl 7 - Balladeer’s Destiny Feature * Lvl 8 - Ability score improvement * Lvl 9 - Fate of the Bard (2d6), Charged Strike (d6) * Lvl 10 - Expertise, Fate of the Wizard * Lvl 11 - Balladeer’s Destiny Feature * Lvl 12 - Ability Score improvement, Improved Recast * Lvl 13 - Battle Cry (d10) * Lvl 14 - Fate of the Paladin (d12), Balladeers Destiny Feature * Lvl 15 - Fate of the Bard (1d8+1d6) * Lvl 16 - Ability Score Improvement * Lvl 17 - Fate of the Ill * Lvl 18 - Fate of the Wizard, Battle Cry (d12) * Lvl 19 - Ability Score Improvement * Lvl 20 - Fate of Greatness \columnbreak ### Balladeer Spell list #### Cantrips acid splash, booming blade, control flames, create bonfire, dancing lights, frostbite, green-flame blade, gust, infestation, light, lightning lure, mage hand, mending, message, mold earth, poison earth, prestidigitation, ray of frost, shape water, shocking grasp, swordburst, thunderclap #### 1st Level burning hands, catapult, chromatic orb, earth tremor, expeditious retreat, feather fall, fog cloud, ice knife, jump, magic missile, thunderwave, witch bolt, chaos bolt #### 2nd Level alter self, Agnazzar's scorcher, cloud of daggers, darkness, darkvision, dust devil, earth bind, enhance ability, enlarge/reduce, gust of wind, hold person, knock, levitate, Maximilian's earthen grasp, misty step, pyrotechnics, scorching ray, shatter, Snillloc's snowball swarm, spider climb, wandering wind, web #### 3rd Level blink, daylight, erupting earth, fireball, flame arrows, fly, gaseous form, haste, lightning bolt, Melf's minute meteors, sleet storm, slow, stinking cloud, wall of water, water breathing, water walk #### 4th Level dimension door, ice storm, polymorph, storm sphere, vitriolic sphere, wall of fire, watery sphere #### 5th Level animate objects, cloudkill, cone of cold, control winds, insect plague,immolation, telekinesis, teleportation circle, wall of stone #### 6th Level arcane gate, chain lightning, disintegrate, investiture of flame, investiture of ice, investiture of stone, investiture of wind, move earth, sunbeam #### 7th Level delayed blast fireball, etherealness, fire storm, plane shift, prismatic spray, reverse gravity, teleport #### 8th Level earthquake, incendiary cloud, sunburst #### 9th Level gate, meteor swarm, time stop, wish \pagebreak # Balladeer # # ### Class Features As a Balladeer you gain the following class features. #### Hit Points * **Hit Dice:** 1d8 per Balladeer level * **Hit Points at 1st Level:** 8 + your Constitution modifier * **Hit points at Higher Levels:** 1d8 + your Constitution modifier per balladeer level after 1st #### Proficiencies * **Armor:** Light Armor * **Weapons:** Simple Weapons, Rapiers, Handcrossbows * **Tools:** One gaming set of your choice and Disguise Kits * **Saving Throws:** Dexterity and Intelligence * **Skills:** Choose any three from Acrobatics, Arcana, Athletics, History, Deception, Intimidation, and Persuasion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: * (a)Rapier or (b) any simple weapon * (a)Diplomat's pack or (b) Explorer's Pack * Leather armor, Disguise kit, and a hand crossbow #### Spellcasting * **Cantrips:** You know four cantrips of your choice from the balladeer spell list. You learn additional balladeer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the balladeer table. * **Spellslots:** The balladeer table show s how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. * **Spells known of 1st level or higher:** You know three 1st-level spells of your choice from the balladeer spell list. The Spells Known column of the balladeer table shows when you learn more balladeer spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. * **Spellcasting Ability:** Intelligence is your spellcasting ability for your balladeer spells. Your magic comes from the link between you and your sword. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a balladeer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier * **Spellcasting focus:** You can use your bonded weapon as a spellcasting focus for your balladeer spells. #### Fate of the Bard You can inspire others through a performance heard from a ghostly Bard of legend. To do so, you use a bonus action on your turn to choose one creature, other than yourself, within 60 feet of you who can hear you. That creature gains Fate of the Bard dice, 2d4. Once within the next 5 minutes, the creature can roll the dice and add the number rolled to one attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Fate of the Bard dice, but must decide before the DM says whether the roll succeeds or fails. Once the Fate of the Bard dice is rolled, it is lost. A creature can have only one Fate of the Bard dice at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Fate of the Bard dice changes when you reach certain levels in this class. The dice becomes 2d6 at 9th level and 1d8 + 1d6 at 15th level. #### Blade Bond You have an incredible bond with your blades. Any weapon you have proficiency in can be used as your spellcasting focus if you attune to it. You can have a maximum amount of blade bonds equal to your Charisma modifier (minimum of 1). In addition, you can provide the somatic component of spells with your blade. In order to disband a blade you have bonded with, you must spend 8 consecutive hours with the weapon that is replacing the current blade. \pagebreakNum #### Blade Magic At 1st level, aside from cantrips, you can cast through your blade by forgoing a physical attack. You can also channel your spells through your blades. You can charge your blade with a spell as an action, lasting a minute. You can only have you one spell equipped per weapon at a time and can choose when to release the spell once its charged in the time amounted. When you attack, you only make a single attack with your charged blade. After the attack resolves, it releases the spell that was cast upon it. The attack is always centered on the target if it has a radius. Otherwise it begins at the target's location (if there are multiple attacks or areas only the first must be centered on the target). You may only use this feature with Evocation spells that do not require concentration. #### Battle Cry Beginning at 2nd level, you can let out a battle cry that forces all enemies to make a Constitution save. On a failed save all enemies affected must subtract the results of 1d6 when attacking you. On a successful save they become frightened of you for 1 minute. Dice increases to 1d10 at 13th level, and to 1d12 at 18th level. #### Fate’s Protection Starting at 2nd level, you have advantage on magic saves from spells that damage an area rather than a specific target. #### Expertise At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit. #### Fate of the Paladin Beginning when you reach 5th level, once per long rest you can add temporary hit points equal to 1d8 + your Constitution modifier. Dice increases to 1d10 at 14th level. #### Remove Charm At 6th level, you gain the ability to use words of power to disrupt mind-influencing effects. As an action, you and any friendly creatures within 30 feet of you have advantage against being frightened or charmed for 1 minute. If a creature is already frightened or charmed, they are no longer affected by it. A creature must be able to hear you to gain this benefit. #### Recast Beginning at 6th level, If you cast a spell as your main action you can recast it for your bonus action but half the effect. At level 12 you are able to recast and get the full effect. Does not stack with extra attack #### Fate of the Wizard By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. You gian the ability to summon a spellbook that you can copy spells into. Copying a spell into your Spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your Spellbook using your own notation. For each level of the spell, the process takes 4 hours and costs 25 gp. The cost represents material Components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can use the spell just like your other Spells. once all uses of the spell has been used, the spell stays in the book and you must relearn the spell to gain its uses back. You can only hold as many spells as you want but only 3 can be active and they can be used a max of 3 times. The Spells must be of a level you can cast. At 18th level you can have 5 active spells that can be used 3 times each. #### Fate of the ill Starting at 17th level, when you strike a creature with your blade magic, you can release a blue glow from your blade which imposes disadvantage on their saving throw for your spell. On a failed save they take an extra 1d6 per spell level of damage. you can use this once per day and then must complete a long rest #### Fate of Greatness At 20th level, your devotion to the blade and the power it grants you has earned you favor. Once per day you can put all your magic power into your blade. When you cast a spell from it, you may choose to make the creature you target automatically fail its save. If the creature has a legendary resistance, it is nullified and must roll normally. In doing so you weaken your strength and roll with disadvantage with that weapon for one hour. ### Balladeer's Destiny ## Destiny of Blades: When you take this Destiny you gain the Sword Master feat and gain proficency in Shortswords, Longswords, and Greatswords. #### Signature Move/Style At 3rd level, Choose one signature move or style. Each move must be executed with a melee weapon if it involves an attack. * Braver: You may make a bonus action to leap into the air with massive strength. Make an athletics or acrobatics check plus your strength score divided by 4 for distance in feet jumped vertically. You may choose to end your jump with an attack (assuming you have the attacks left in your action). If you do, add 1d6 for every 5 feet jumped in force damage to the attack. After using this ability, make a constitution check of DC 10 plus the amount of times that this feature has been used since a long rest. If you fail, you suffer 1 level of exhaustion. * Dueling Style: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. \pagebreakNum #### Blade Flourish Also at 3rd level, You can learn to conduct impressive displays of martial prowess and speed titled Blade flourishes. Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn. Defensive Flourish: You can expend one use of your Fate of the Bard die to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Fate of the Bard dice. You also add the number rolled to your AC until the start of your next turn. Slashing Flourish: You can expend one use of your Fate of the Bard die to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Fate of the Bard dice. #### Blade Fellowship At 7th level, your bond with your weapons improves. All bonded weapons may be returned to your side or to your hand (if you have a free hand). As a bonus action on your turn or as a reaction, your melee weapons gain the throwing property of 20/60 #### Quadrattack Starting at 11th level, you can attack 4 times, instead of twice, whenever you take the Attack action on your turn. #### Destined Blade Starting at 14th level, you may use a bonus action to enhance one attack with ethereal energy. When you make this attack, you ignore their normal AC and instead their AC becomes 10 plus their dexterity modifier. If your attack connects, they take an additional 6d6 force damage, then make a constitution save DC against your spell save DC. If they fail, they receive three levels of exhaustion. At the end of each of their turns, they recover from one exhaustion level. You can use this feature once every 2 days. ## Destiny of Whispers: When you choose this Destiny gain the stealthy feat and you learn basic Thieves cant. You need a rogue to teach you advanced thieves cant #### Psychic Blades When you accept the Destiny of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature’s mind. When you hit a creature with a weapon attack, you can expend one use of your Fate of the Bard to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn. The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 7th level, 5d6 at 11th level, and 8d6 at 14th level. #### Words of Terror At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror. If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. If the target succeeds on its saving throw, the target has no hint that you tried to frighten it. Once you use this feature, you can’t use it again until you finish a short or long rest. #### Mantle of Whispers At 7th level, you gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest. You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action. While you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check. Once you capture a shadow with this feature, you can’t capture another one with it until you finish a short or long rest. #### Shadow Lore At 11th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears. As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect. On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it. The charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend. When the effect ends, the creature has no understanding of why it held you in such fear. Once you use this feature, you can’t use it again until you finish a long rest. \pagebreakNum #### Brink Of Death At 14th level, when you are on Death's door, you can activate one last surge. If you are at 1/4 your health you may roll your percentage dice. Depending on the dice roll you may cast the spell that corresponds with the number. This spell comes from the spells list your class can choose from but does not have to be a spell you know. This does not require an attack roll. Also for the level cast you lose that many hit points. If you cast a 5th level spell you lose 5 hit point. You may only use this ability once per day. 01-19 = 1st level 20-29 = 2nd level 30-39 = 3rd level 40-49 = 4th level 50-59 = 5th level 60-69 = 6th level 70-79 = 7th level 80-89 = 8th level 90-000 = 9th level ## Destiny of the Stars: When you accept this Destiny, Instantly gain the Linguist feat. At every level DM selects a new spirit which comes to you in a dream. You gain the ability to call the spirit. Calling a zodiac spirit takes 5 minutes, in a ritual involving drawing a summoning circle (with chalk, in the dirt, or some other means of marking), and meditating without interruption. The spirit appears briefly and enters you and gain some manifestation visible on their body. The manifestation can be suppressed as a move action, but the benefits of the spirit are not available unless manifested. Spirits hang around for 24 hours before they must be re-summoned, and you may change your spirit selection up to Int + 1/day (minimum 1). ###### Aquarius the Water-Bearer: You channel the spirit of the water-bearer, and gain the ability to walk on water as if it were land. Manifestation: You are constantly dripping water or appear wet. ###### Aries The Ram: You channel the spirit of the ram, nothing stands in your way! You gain a gore attack which deals 1d8 + Str. Manifestation: You gain a pair of ram horns. ###### Capricorn the Sea-Goat: You channel the stubborn and strange goat of the seas, recovering from any wave. You ignore penalties for any difficult terrain. Manifestation: Your feet appear to be hooves and you have a fish tail, it has no effect on your ability to walk, and your boots re-shape to fit. ###### Cancer the Crab: You channel the spirit of the crab, sharp pincers and terrifying gait spelling your opponent's doom. Your odd stance enables you to ignore attack of opportunities attacks. Manifestation: You walk in a visibly odd manner and your body has bumps and ridges, as if shelled. ###### Gemini the Twins: You channel the spirit of the twins, and double the fun. You gain a copy of yourself, which can operate on its own. You can see and act out of either body, and you share the same items, hp, and number of actions. That means your first body can take a standard action, and your second body can take the remaining move and bonus actions you have available. It presents two targets, allowing more enemies to possibly attack you, but allows you to literally be in two places at once and possibly flank with yourself. If one copy is struck by an effect, the other is unaffected. If one copy uses a consumable item, it vanishes from both, preventing someone from using "free charges". If an area of effect, such as fireball, hits both copies, you only take damage once (whichever took the most damage). If a copy dies, you must make a Constitution save against the damage dealt or die yourself (or if the effect was not hp damage, against the DC of the spell or effect which killed your copy). Only one copy can remain in effect at one time, and is re-summoned when you bind the zodiac spirit. Manifestation: Even if you have not manifested a copy, you appear to be followed by a shadowy mirage of yourself. ###### Leo the Lion: You channel the spirit of the lion, fierce, proud, and courageous. You become immune to fear and all allies within 10 ft. of you gain a morale bonus against fear effects. Finally you gain a bonus on intimidate checks. Manifestation: You gain a mane of fur like a lion. ###### Libra the Scales: You channel the spirit of the scales, knowing how to balance offense and defense. You can choose to gain a bonus (1d8) to either attack or AC, and can toggle your choice as a bonus action. Manifestation: You appear to be in very sharp contrast, either "lighter" or "darker" depending on your current stance. The appearance flips when toggled. ###### Pisces the Fishes: You channel the spirit of the linked fish, chaotically going in all directions at once. When you take the attack action and hit, you deal an additional 1d6 damage as chaotic energy surges from you. Can only use once per long rest. Manifestation: You constantly appear to be vibrating erratically. ###### Sagittarius the Archer: You channel the spirit of the archer centaur, aim sharp and true. You gain proficiency in all forms of bow, and a bonus(1d6) to attack and damage when using a bow. In addition you can summon a bow of magical force which manifests only in your hands. It has no enchantment bonus, but creates its own endless supply of arrows which deal normal damage of their kind, and can be enchanted with magical spells which target objects. It can be sundered or disarmed, but re-summoned as a action next round. Manifestation: You gain a horse tail and mane. ###### Scorpio the Scorpion: You channel the spirit of the scorpion, tail raised in warning. You become immune to poison, and gain a poisonous tail which can lash out with reach (usually 10 ft.), dealing 1d3 + 1/2 Str damage, plus poison. The DC is 10 + Con. Manifestation: You gain a scorpion tail. ###### Taurus the Bull: You channel the raw strength and endurance of a raging bull. You gain a bonus to Strength and Constitution checks. Manifestation: You gain bull horns, though they are blunted and do not allow for a gore attack. ###### Virgo the Virgin: You channel the spirit of beauty and grace. You gain a boost of ego, granting a bonus to all social skill checks. Your burst in confidence also renders you immune to ability damage or drain to your mental ability scores. Manifestation: You seem to sparkle and your appearance becomes subtly more beautiful. \pagebreakNum #### Fate of the Stars Due to the energy of the universe flowing in your veins, you don’t need to sleep, instead, you meditate. You get 3 from every long rest during the day, and if you do a short rest at night with clear skies, you gain all 3 in the said short rest. Using a Fate of the Stars make your eyes turn pitch black with stars visible in them, your veins glow a type of rainbowy type color, your aura soothing and calming those in terror. Any magician that attempts to read your mind while in this state will have to make a Intelligence saving throw or take 4d6 psychic damage due to the intense knowledge of the universe that is gained while in this form. Replaces Fate of the Bard #### Star Power You can use one use of your Fate of the Stars to give an enemy disadvantage on any Wisdom roll until it’s next turn. #### Nuclear Fusion At the 3rd level, you can use one use of your Fate of the Stars, allowing you to heal 2d4 to yourself or an ally or deal 1d4 radiant damage to an enemy as a bonus action. A purple-greenish type of beam flowing down to the targeted person and covering them entirely, giving them a cloak of energy that acts as nothing more then an addition to their aesthetic. #### Nuclear Fission At the 7th level, you are able to split any projectile you throw/shoot to deal an additional 1d6 radiant, necrotic, or psychic damage by spending one Fate of the Stars. Your damage increases by 1d6 at the 11th level and the 12th level. You put your knowledge to the test as you split anything you throw/shoot at an atomic level, a clean cut in the object. To any, this can be a cannonball or an arrow. #### Eyes of the Multiverse To others, your eyes glow with a mystical and ancient power that slightly unnerves any who look directly into your eyes for a few seconds to let the immense age and amount of energy settle in to their system. At the 11th level, you focus the power of the multiverse into your eyes, giving you True Sight as well as the ability to see weak points, allowing any damage you deal to a taginable opponent doubles. This power spends 1 Fate of the Stars per hour of use, up to a max of 4. #### Stardust Trail Your attacks are now contagious, planting atoms and other astral material onto the victim which allows you to explode each stack of atoms on the opponent to deal major damage. At the 14th level, any damage you deal stacks up nuclear energy inside the opponent, allowing you to punch them to activate the stacks to deal Nd6 radiant damage, N being the number of stacks you have attached onto the opponent. This counts as an action. \columnbreak ### Feats #### Sword Mastery You have trained with swords to the point of unparalleled mastery. * Increase your Strength or Dexterity score by 1. * While wielding a sword with which you are proficient, you gain the following benefits: You may use your Dexterity score instead of Strength for attack and damage rolls when attack with the sword, if it does not have the heavy property. * You may use your action to disarm a weapon wielded in one hand by a Large or smaller creature within the reach of your sword. The target must succeed on a Strength saving throw, with a DC equal to 8 + your proficiency bonus + either your Strength or Dexterity modifier. If it fails, the weapon wielded by the creature is forced from its hands and moves to any space of your choice within 5 feet of it. * As an action, you may use your sword to cleave through any nonmagical shield, destroying it to the point it no longer provides a bonus to AC. If the shield is wielded by a creature, that creature can make a Dexterity saving throw, with a DC equal to 8 + your proficiency bonus + either your Strength or Dexterity modifier. If it succeeds on this save, its shield is not destroyed #### Stealthy You have mastered the art of Stealth. You gain the following benefits: * You gain proficiency in stealth. If you already have proficiency in stealth, you add double your proficiency bonus when you make Stealth checks. If you already had double proficiency in Stealth, you gain advantage. * While hidden you add +2 damage rolls. You choose either the Nondetection spell or the Pass without Trace spell. You can now cast that spell once between each long rest without using any spell slots or components.
Part 1 | Balladeer