Mantra
  1. Characters

Mantra

Talented Musician And Greatest Tactician* (citation needed)
PC

Title
Talented Musician And Greatest Tactician* (citation needed)

Type
PC

Race
Aasimar

Age
30-something

Gender
Male

Racial Traits

Celestial Magic - Feat

Your connection to your celestial ancestor is so strong you can tap into their power.

You learn to cast Command and you can cast it 5 + your Charisma modifier amount of times, without expending a spell slot. As a Protector or Scourge Aasmiar you also learn to cast Aid and Remove Curse, or as a Fallen Aasmiar you also you learn Blindness/Deafness and Bestow Curse, each of which you can cast once without expending a spell slot or needing material components.

You regain the ability to cast these spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.

Celestial Legacy - Racial Trait

You know the Light cantrip. Once you reach 3rd level, you can cast the Lesser Restoration spell once using this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Daylight spell once with this trait as a 3rd level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Celestial Resistance - Racial Trait

You have resistance to necrotic damage and radiant damage.

Darkvision - Racial Trait

Thanks to your heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Unorganised

Font of Inspiration - Class Feat

You regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Jack of All Trades - Class Feat

You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Magical Inspiration - Class Feat

if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

Song of Rest - Class Feat

You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Hydromancy Adept - Feat

You are talented in water-based magic casting.

  • When casting water-based spells that deal damage, you ignore resistance to bludgeoning damage, and you also roll an extra damage die of that spell's kind.
  • When casting a water-based spell with a duration longer than Instantaneous, it lasts for twice the duration.

Inspiring Leader - Feat

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

Cutting Words - Subclass Feat

You learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.

Healing Hands - Racial Trait

As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.