You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points.
-Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20.
-You can choose to spend one of your luck points after you roll the die, but before the outcome is determined.
-You choose which of the d20s is used for the attack roll, ability check, or saving throw.
-You can also spend one luck point when an attack roll is made against you.
---Roll a d20, and then choose whether the attack uses the attacker's roll or yours.
---If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out, no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
-Medium, 30 feet walk
-Languages: Breton, Common, French, Latin, Scottish, Sylvan
-Armor: Light, Medium, Shields
-Weapons: Martial, Simple
-Tools: Disguise Kit, Forgery Kit, Lute, Pan Flute, Viol, singing voice
Glimpses of the future begin to press in on your awareness.
When you finish a long rest, roll two d20s and record the numbers rolled.
You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls.
---You can choose to weaken/strengthen both enemies and allies to achieve the desired outcome of the future you glimpsed into.
---You can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
You have learned to regain some of your magical energy by studying your spellbook.
Once per day when you finish a short rest, you can choose expended spell slots to recover.
-The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
---Wizard Level 2 = 1 spell slot recovery.
---Agonizing Blast:
When you cast eldritch blast, add your Charisma modifier (+4) to the damage it deals on a hit.
---Repelling Blast:
When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
You acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon.
Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property.
-When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls (+4).
-This benefit lasts until you finish a long rest.
If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
You can place a baleful curse on someone.
As a bonus action, choose one creature you can see within 30 feet of you.
-The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
---You gain a bonus to damage rolls against the cursed target (+4).
---Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20.
---If the cursed target dies, you regain +6HP.
You can’t use this feature again until you finish a short or long rest.
You gain the ability to use musical notes or words of power to disrupt mind-influencing effects.
As an action, you can start a performance that lasts until the end of your next turn.
During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed.
A creature must be able to hear you to gain this benefit.
The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
Use your sword to attack your enemy.
You can imbue your sword with magic
-Ferrum Viridis Flammae (Green-Flame Blade)
or
-Ferrum Tonitrui (Booming-Blade)
Check your spell cards for details on imbuement.
Your sword can hit with piercing or slashing damage. It also has the finesse and light attributes, and can be wielded on the main or off-hand.
You are holding 2 swords, so you can either duel with one or fight dual wielding both. If using both, you use your action to swing once and bonus action to swing a 2nd time.
You can inspire others through stirring words or music. 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 one Bardic Inspiration die, a d8.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature 4 times, and regain any expended uses when you finish a short or long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit.
The damage equals the number you roll on the Bardic Inspiration die (1d8).
You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die.
You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit.
The damage equals the number you roll on the Bardic Inspiration die (d8).
You also add the number rolled to your AC until the start of your next turn.
You can expend one use of your Bardic Inspiration 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. Only can target up to 2 creatures.
The damage equals the number you roll on the Bardic Inspiration die (1d8).
This feature requires a 2nd dice roll to hit the second creature you're targeting, but it counts as a single action.
You permanently add your proficiency bonus divided by 2 (4/2 = +2) to all ability checks.
Increasing your proficiency bonus, will increase this feature's power.
Attack with your shortbow.
Effective range is within 80-320 feet. If an enemy is under that range, you take on the Threatened condition, imposing disadvantage to your aim on attack rolls. If your opponent is outside of your range, you can choose to use your bonus action to aim more steadily, but will lose the dexterity (+3) bonus to damage.
Use the dagger on your belt as a piercing weapon.
If used in your off hand, you can then use a bonus action instead to cut or stab with this implement.
Can also be thrown up to 30 feet.
-UNARMED Strike (use your fists as a weapon).
-SHOVE (action to push things into other things or down)
-GRAPPLE (an action to wrestle an enemy)
-DODGE (improve your chances of avoiding damage)
-DASH (take an action to x2 your movement)
-DISENGAGE (take an action to avoid opportunity attacks)
-HELP (give advantage to an ally or help them with death saving throws)
-HIDE (even if you're not stealthy, try cover)
-INFLUENCE (talking is a free action)
-READY (take an action now to prepare it for a triggered event, like ready an attack when an enemy rounds a corner)
-SEARCH (take some time to look around)
-IMPROVISE (take an action to practice your improv...kidding, but be creative and ask for help)