Trick

"Valor" Trick
undefined Not a lot is known of this Tiefling as he keeps to himself but from what is told he was traveling alone for quite some time and stumbled into some Paladins and Strived to be like them thus taking the name Valor.

But what else is in Store in this ones Bag of Tricks

He Follows Pronyma Currently

Weapons of Choice:

 * Rapier of Valor- a Rapier given to Clerics or Paladins on a Pilgrimage to find the 9 Pillars (Vyaras Rune Active, Pronyma's Rune Active)
 * Many spells

Feats and Boons:
Flames of Phiegethos: ''You learn to call on hellfire to serve your commands. You gain the following benefits:''

Increase your Intelligence or Charisma by 1, to a maximum of 20.

When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.

''Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.''

Boon of the Fire Soul: ''You have immunity to fire damage. You can also cast burning hands (save DC 15) at will, without using a spell slot or any components.''

Bard Class Features:
Level 1:


 * 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.

Level 2:


 * 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.


 * Song of Rest (d6): Beginning at 2nd level, 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 by spending Hit Dice at the end of the short rest, 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.
 * Magical Inspiration: 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.

Level 3:


 * Expertise: 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.

Level 5:


 * Bardic Inspiration: At 5th level, your Bardic Inspiration die changes to a d8.
 * Font of Inspiration: Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Level 6:


 * Counter Charm: 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).

Level 9:


 * Song of Rest: At 9th level, the extra hit points gained from Song of Rest increases to 1d8.

Bard Subclass Features:
Level 3:


 * Bonus Proficiencies: When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.
 * Cutting Words: Also at 3rd level, 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.

Level 6:


 * Additional Magical Secrets: At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.

Cleric Class Features:

Level 2:


 * Channel Divinity (1/rest): At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.  Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.  Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
 * Turn undead: As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Cleric Subclass Features:
Level 1:


 * Bonus Proficiency: When you choose this domain at 1st level, you gain proficiency with heavy armor.
 * Disciple of Life: Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Level 2:


 * Channel Divinity: Preserve Life: Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

Cantrips:
Thaumaturgy (Racial)

Minor Illusion

Vicious Mockery

Ale-Drich Blast

Level 1:
Searing Smite (Magical Secrets)

Hellish Rebuke (Racial)

Healing Word

Dissonant Whispers

Tasha's Hideous Laughter

Burning hands (Boon)

Level 2:
Darkness (Racial)

Find Steed (Magical Secrets)

Cloud of Daggers

Silence

Shatter

Lesser Restoration

Hold Person

Level 3:
Dispel Magic

Major Image

Sending

Leomunds Tiny Hut

Level 4:
Binding Oath

Giants Jest

Level 5:
Mass Cure Wounds