forum Help Me with a bard character?
Started by Deleted user
tune

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Deleted user

So I'm trying to create a bard character, and this is my first time making anything for D&D…
In other words, HELP!

@Becfromthedead group

Ayyy, I'm trying to make a bard too. I've played DnD before, but this is my first bard. I can try to help you do this. Do you know what race you want to be, and what level you want to start at?

Deleted user

No actually… I have like 0 d&D knowledge
I'm pretty much learning from podcasts and random websites

@Becfromthedead group

Alright, then. I'm fairly new to the game. I've been playing weekly since August. However, I think I can help you some. Do you have a group? If so, that's how you should determine what level you start at.

@Becfromthedead group

Okay, well I think I'm going to recommend you start at level 2, so that you're able to cast spells (at level 1, I don't think you can. No one wants to play as a level 1 character). I can give you a quick rundown of the races, and teach you how to deal with stats.

@Becfromthedead group

Dwarves: Skilled warriors who make their homes in mountains. Can live to be up to 400 and are considered young until about 50 years old. Get +2 to constitution stat. Typically lawful moral alignments, tend towards good rather than evil usually. Are between 4 and 5 ft tall and have a speed of 25 (lower than taller races who have a speed of 30). Proficient w/ battleaxe, handaxe, throwing hammer, warhammer. Resistance (not immunity) to poison. Speak Common and Dwarvish.
Elves: Graceful, magical people, often described as "otherworldly." Can live to be over 700 years. Usually diplomatic and slower to violence. +2 to Dexterity. 5-6 feet tall. Speed of 30 ft. Alignment tends towards chaos, but rarely evil (except for drow, a subrace of elf). Can't be put to sleep by magic, advantage on saving throws against charming. Don't need sleep, only meditation. Speak Common and Elvish.
Halfling: Usually like a quiet life and home. 3 ft tall. Cheerful and family-oriented. Usually lawful good. +2 to Dexterity. Speed of 25. When they roll a 1 on attack roll, they can reroll the die and must use the new roll. Advantage against saving throws on being frightened. Can move through spaces where creatures bigger than them are standing. Speak Common and Halfling.

@Becfromthedead group

Human: Considered "versatile." All ability scores increase by 1. Have no particular alignment. Speed of 30. Speak Common, plus one other language of choice.
Dragonborn: Really cool-looking dragon people.( I don't know much about them really… Sorry) +2 to strength, +1 to charisma. Live to be around 80. Most are good, but those who are evil are usually very evil. Well over 6 ft tall. Speed of 30. Get a "breath weapon" and a certain type of damage resistance, depending on their dragon type. Speak Common and Draconic.
Gnome: Around 3 feet tall. Very busy and love life. Often inventors/engineers/alchemists. +2 to Intelligence. Live up to 500 years. Usually good, but can be anywhere between lawful and chaotic. Speed of 25. Advantage on all Int, Cha, and Wis saving throws against magic. Speak Common and Gnomish.

@Becfromthedead group

Half-elf: Half-elf, half-human, usually considered to have the best traits from both parents. +2 to Charisma, +1 to two other skills OR +2 to one other skill. Mature at the same rate as humans, but live to be around 180 years old. Tend to be chaotic due to their love of personal freedom. Speed of 30. Proficiency in 2 skills of your choice. Speak Common, Elvish, and one other language of choice.
Half-Orc: A result of Orc and Human tribes forming alliances and making relationships. Often considered terrifying, as they are really big, scarred, and strong. 6-7 feet tall. Usually live among full-blooded Orcs, as they're often not accepted by other races. +2 to strength, +1 to constitution. Live to be about 75. Speed of 30. Proficiency in intimidation. Tend to be chaotic, tend not to be good (but aren't always evil). When reduced to 0 HP but not killed outright, you can drop to 1 HP instead. When you get a critical hit with a melee weapon, you can roll the damage die 1 extra time and add it to the damage. Speak Common and Orc.
Tiefling: Half-demon, usually other half is human. Have horns and 4-5 ft long tails. Can have normal range of human (or whatever other race they are) skin, or any of various shades of red. Solid-colored eyes, either black, red, white, silver or gold. Usually dark hair (sometimes in more wild colors like purple). Often can come from a criminal background and are not accepted in society very well. +1 to Intelligence, +2 to Charisma. Live about the same amount of time as humans. No innate tendency towards evil, but due to circumstances, a lot of Tieflings are. They do tend to be chaotic because of their independent nature. Similar size to humans. Speed of 30. Resistance (not immunity) to fire damage. Know thaumaturgy cantrip, hellish rebuke spell (at level 3), and darkness spell (level 5). Charisma is spellcasting ability for these spells. Speak Common and Infernal.

All non-human races listed have darkvision (ability to see in the dark, but not pitch-black conditions) of 60 ft.

@Becfromthedead group

There are other races too, but these are the main ones, and I'm not familiar enough with the others to talk about them.
For the stat boosts, I recommend either being an elf, a halfling, a half-elf, or a tiefling. You could also be a human if you wanted, but in actual game play, you'd probably be better off as a non-human character. It depends what kind of character (personality, background, alignment) you want to play.