(no subject)

Note: While most of the information is provided on the wiki, some is only speculation made while trying to recreate the character sheet
* Bardic Inspiration • As a bonus action, a creature within 60 ft. that can hear him gains an inspiration die (1d12). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome. (3 / Short Rest • 1 Bonus Action)
* Jack of All Trades • adds half his proficiency bonus, rounded down ( +2 ), to any ability check that doesn’t already include it.
* Song of Rest • If he or any friendly creatures who can hear his 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 1d10 hit points.
* Bard College • College of Swords
* Fighting Style
* Blade Flourish • Whenever he takes the Attack action on his turn, his walking speed increases by 10 ft. until the end of the turn. If a weapon attack hits, he can use one the following once per turn.
* Font of Inspiration • He regains all of his expended uses of Bardic Inspiration when he finishes a short or long rest.
* Countercharm • As an action, he can perform until the end of his next turn. During that time, he and any friendly creatures within 30 ft. that can hear him gain advantage on saving throws against being frightened or charmed.
* Extra Attack • He can attack twice, instead of once, whenever he takes the Attack action on his turn.
* Magical Secrets • He adds spells from any class lists as bard spells to his known spells.
* Master’s Flourish • Whenever he used a Blade Flourish option, he can roll a d6 and use it instead of expending a Bardic Inspiration die.=== BARD FEATURES ===
— Two-Weapon Fighting • When two-weapon fighting, he can add his ability modifier to the damage of the second attack.
— Defensive Flourish • He can expend one use of his Bardic Inspiration and deal extra damage equal to the number he rolls on the die. He also adds the number to his AC until the start of your next turn.
— Slashing Flourish • He can expend one use of his Bardic Inspiration to deal extra damage equal to the number he rolls on the die to the target he hits and to any other creature within 5 ft. of him.
— Mobile Flourish • He can expend one use of his Bardic Inspiration and deal extra damage equal to the number he rolls on the die. He can also push the target up to 5 ft. plus the number rolled. He can then use his reaction to move up to his walking speed to an unoccupied space within 5 ft. of the target.
* Unending Breath • He can hold his breath indefinitely while he's not incapacitated. * Mingle with the Wind • He can cast levitate (w/o material components) once per long rest. === AIR GENASI TRAITS ===
* Magic Initiate (Sorcerer) • He learns two cantrips from the sorcerer spell list. He learns one 1st-level spell from that same list and can cast it at its lowest level once per long rest.
* Mobile • His speed increases by 10 feet. When he uses the Dash action, difficult terrain doesn't cost him extra movement on that turn. When he makes a melee attack against a creature, he doesn't provoke opportunity attacks from that creature for the rest of the turn, whether he hits or not.
* Permanent advantage on Performance checks from absorbing the Harp of Valor=== FEATS ===
* Winged Boots
• special boots passed down through his family that allows him to fly at his walking speed (up to 4 hours / day)
* Canaith Mandolin
• can use an action to play the instrument and cast one of its spells listed below. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use his spellcasting ability and spell save DC. If he uses the instrument to cast a spell with a Charmed effect, targets have disadvantage on the saving throw against it. This effect applies whether he is using the instrument as the source of the spell or as a spellcasting focus.
— Spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Cure Wounds (3rd level), Dispel Magic, Protection from Energy (lightning only)
* Gambolcleft, the Vortex Blade
• magical weapon and symbol of leadership of the Wyvernwind family, created with the help of an ancient wind spirit in order to protect the people of the Silken Squall.
— + 3 additional damage and to-hit bonus
— Restores Bardic Inspiration on a roll of 18 or higher
— Double the additional damage dealt by a Blade Flourish
— 1 / day allows him to move with the wind and attack again after hitting an enemy (rolls with disadvantage)
— Cure Wounds
— Dissonant Whispers
— Healing Word
— Thunderwave
— Chromatic Orb (1 / day)