STR 8 (-1), DEX 14 (+2), CON 15 (+2), INT 11 (+0), WIS 10 (+0), CHA 18 (+4)
STR (-1), DEX (+5), CON (+2), INT (+0), WIS (+0), CHA (+7)
Persuasion (Expertise) +10
Deception (Expertise) +10
Sleight of Hand +5
Playing Card Set
Hellish Resistance - resistance to fire damage
Winged - fly speed at 30 ft. (2 hours per day with my current Con mod per rules with a chance at being knocked down)
Hexblade Features (Xanathars)
Expanded Spell List - Access to Shield and Wrathful Smite spells
Hexblades Curse - Bonus action, choose one creature within 30 feet. They are cursed for 1 minute
- Bonus to damage rolls against the target equal to proficiency modifier
- Critical hits on 19 and 20 rolls against target
- If the cursed target dies, regain hit points equal to warlock level + Charisma mod
- Can only use once per short or long rest
Hex Warrior - Able to use Medium Armor, Shields, and Martial Weapons. Also able to use Charisma mod instead of Strength or Dexterity for attack and damage rolls for only one weapon that can be chosen once per long rest.
Bard Features (PHB)
Ritual Casting - You can cast any bard spell you know as a ritual if that spell has the ritual tag.
Bardic Inspiration - 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.
Jack of All Trades - Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Expertise (Persuasion and Deception) - 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.
Font of Inspiration - Bardic Inspiration comes back on short or long rest
Countercharm - At 6th level, 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).
College of Glamour Features (Xanathars)
Mantle of Inspiration - Bonus action, expend a bardic inspiration to grant yourself a wondrous appearance. Choose a number of creatures that can see you within 60 feet equal to your Charisma modifier. Each of them gains 8 temporary hit points (increases at certain levels, 11 at 10th, 14 at 15th). When a creature gains these hit points, they can immediately use their reaction to move up to their speed without provoking opportunity attacks.
Enthralling Performance - You can charge your performances with seductive, fey magic. If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet equal to your Charisma modifier. Targets must succeed on a Wisdom saving throw against your spell save DC or be charmed. When charmed in this way, the target idolizes you, it speaks glowingly about you to anyone and hinders anyone who opposes you, although it attempts to avoid violence unless it was already inclined to fight on your behalf. This effect ends after 1 hour, if it takes any damage, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on the saving throw, the target has no hint that you tried to charm it.
Mantle of Majesty - As a bonus action, you cast Command without expending a spell slot, and you take on the appearance of unearthly beauty for 1 minute or until concentration ends. During this time, you can cast Command as a bonus action on each turn, without expending a spell slot. Any creature charmed by you automatically fails its saving throw against the command you cast with this feature. Once used, this feature cannot be used again until after a long rest.