
Title
Talented Musician And Greatest Tactician* (citation needed)
Type
PC
Race
Aasimar
Age
30-something
Gender
Male
Abilities
Class Features
Bardic Inspiration - Class Feat
You can inspire others through stirring words or music. 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 one Bardic Inspiration die, a d6.
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 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 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.
Countercharm - Class Feat
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).
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.