Perry Rumbledice

Season:
Forgotten Realms
Race:
Halfling
Class:
Bard
Background:
Rewarded
Lifestyle:
Aristocratic
Current Level:
8
Total GP:
3147.64
Total Downtime:
35
Tag:
T2
Faction:
Harpers
Faction Rank:
Harpshadow (rank 2)
Magic Item Count:
2
Magic Item Limit:
3
Mac-Fuirmidh cittern,
Goggles of Night,
Rapier +1,
Shield +1,
Bag of Holding,
Instrument of the Bards (Doss Lute),
Astromancy Archive,
Circlet of Blasting,
Ring Of Spell Storing

Log Entries

Date Played ▼ Adventure Title Session Levels GP Downtime Magic Items
Magic Item Tracker Show

Equiped

Magic Item
Mac-Fuirmidh cittern
Bag of Holding
Headband of Intellect
Common Magic Items
Consumables
1x Potion of Fire Breath
1x Potion of Healing
1x Potion of Heroism

Stored

Magic Item
Goggles of Night, Rapier +1, Shield +1
Common Magic Items
Consumables
Scroll of Skill Empowerment,

2024-07-07 19:00 DDAL04-08 The Broken One 1000 10 Ring Of Spell Storing Show
2024-01-01 17:17 Trade Log -5 Headband of Intellect > Circlet of Blasting Show Trade Log

Player: Arikatzi020
DCI: 42069
Character: Sekae Nightglimm
Item: Circlet of Blasting
Found in: DDAL05-16 Parnast Under Siege
https://www.adventurersleaguelog.com/users/36450/characters/93248/trade_log_entries/1093369

2023-01-22 19:30 SJ-DC-RTR-PL-01 The Herd 1000 10 Astromancy Archive Show

+1 Potion of Growth

2022-10-01 19:00 DDHC - TftYP-Dead in Thay 1 350 10 Show

+1 Scroll of detect magic
+1 Scroll of comprehend languages
+1 Scroll of greater restoration

2022-09-26 13:07 Trade Log -10 Ring of Swimming > Headband of Intellect Show Trade Log

Player: RaimundoO
DCI: 6320847593
Character: Headband of Intellect
Item: Ring of Swimming
Found in: DDAL05-16 Parnast Under Siege
https://www.adventurersleaguelog.com/users/33187/characters/89379/trade_log_entries/951996

2022-05-03 18:30 CCC-TAROT- 02-02 Guardians Scourge 2 551.34 Instrument of the Bards (Doss Lute) Show

Story Award: Tarot of Fate (Hanged Man): Upright.
Although you didn’t strike a fatal blow, the guardian died. What caused that? Hopefully the Mages of Thentia can learn more by studying its heart.
+1x Spell Scroll of Skill Empowerment.
Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill. You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

2022-05-03 16:44 Trade Log -164 Show Trade Log

Purchased:
1x Spellbook -50 GP
Materials for Find Familiar -20 GP
1x Pearl - 100 GP
Sold:
1x LeatherArmor +5 GP
1x Backpack +1 GP

2022-05-03 16:00 Dowtime Activity: Catching Up 2 -20 Bag of Holding Show

+2 LvL Wizard
Arcane Tradition: School of Divination
Divination Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Divination spell into your spellbook is halved.

Portent
Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

2022-04-17 15:00 DDEX3-05 Bane of the Tradeways 33 10 Shield +1 Show

+1 Potion of Healing, +1 Potion of Heroism

2022-04-16 15:00 DDEX3-2 Shackles of Blood 262 10 Rapier +1 Show
  • 1 Potion of Healing
2022-04-16 12:35 Purchase Log -25 Show Purchase

Purchased:
1x Mastif -25 GP

2022-04-16 11:51 Downtime Activity: Catching up 1 -10 Show

4th Level ASI:
Feat: Bountiful Luck
Your people have extraordinary luck, which you have learned to mystically lend to your companions whenever you see them falter.
- You're not sure how you do it, you just wish it, and it happens. Surely a sign of fortune's favor!
- When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.
When you use this ability, you can't use your Lucky racial trait before the end of your next turn
College of Eloquence
- Silver Tongue
- Unsettling Words

2022-04-11 18:00 DDHC-CM A Deep and Creeping Darkness 1 60.3 10 Ring of Swimming, Goggles of Night Show

Purchased:
10x Torch - 0,1 GP
1x Flowers -1GP

2022-04-10 00:55 Trade Log 10 Decanter of Endless Water > Mac-Fuirmidh cittern Show Trade Log

Player: Raimund O.
DCI: 6320847593
Character: Murmel
Item: Mac-Fuirmidh cittern
Found in: CCC-THENT01-03 The Dreaming Relic

2022-04-09 22:30 CCC-ARCON01-03 Pharmacist Wanted 1 65 10 Decanter of Endless Water Show

1x Potion of Fire Breath

2022-04-05 11:00 Character creation 15 Show

Race: Lightfoot Halfling
Point buy:
STR: 08 DEX: 14 CON: 15 INT: 13 WIS: 08 CHA: 14
Ability Score Increase: CON +1 CHA +2
Age: A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
Size: Halflings average about 3 feet tall and weigh about 40 pounds. Your size is small.
Speed: Your base walking speed is 25 feet.
Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
Brave: You have advantage on saving throws against being frightened.
Nimble: You can move through the space of any creature that is of a size larger than yours.
Languages: You can speak, read, and write Common and Halfling.
Ability Score Increase: Your Charisma score increases by 1.
Naturally Stealthy: You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.
/
Background: Rewarded
Skill Proficiencies: Insight, Persuasion
Languages: None
Equipment: A bottle of black ink, an ink pen, five sheets of paper, a gaming set (matching your chosen proficiency), a signet ring, a set of fine clothes, and a pouch containing 18 gp
Feature: Fortune's Favor
Your unexpected good fortune is reflected by a minor boon. You gain the ** Lucky,** Magic Initiate, or Skilled feat (your choice). Your choice of feat reflects the transformation that changed your life. An encounter with a genie who gave you three wishes might have resulted in magical powers represented by Magic Initiate. If you paid off all your family debts with a fortuitous round of three-dragon ante, you might be Lucky instead. Alternatively, you could use the Skilled feat to reflect whatever trial you endured to secure your new destiny and to model the knowledge and abilities imparted to you by whatever force transformed your life.
/
Class: Bard
Hit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice (Lute, Flute, Viol)
Saving Throws: Dexterity, Charisma
Skills: Choose any three (Persuasion, Stealth, Arcana)
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a rapier
(b) an entertainer's pack
(b) a Flute
Leather armor and a dagger
/
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.

Date Played ▼ Adventure Title Tier Session ACP TCP Downtime Renown
Magic Item Tracker Show

Equiped

Magic Item
Mac-Fuirmidh cittern
Bag of Holding
Headband of Intellect
Common Magic Items
Consumables
1x Potion of Fire Breath
1x Potion of Healing
1x Potion of Heroism

Stored

Magic Item
Goggles of Night, Rapier +1, Shield +1
Common Magic Items
Consumables
Scroll of Skill Empowerment,

2024-07-07 19:00 DDAL04-08 The Broken One 10 Show
2024-01-01 17:17 Trade Log -5 Show Trade Log

Player: Arikatzi020
DCI: 42069
Character: Sekae Nightglimm
Item: Circlet of Blasting
Found in: DDAL05-16 Parnast Under Siege
https://www.adventurersleaguelog.com/users/36450/characters/93248/trade_log_entries/1093369

2023-01-22 19:30 SJ-DC-RTR-PL-01 The Herd 10 Show

+1 Potion of Growth

2022-10-01 19:00 DDHC - TftYP-Dead in Thay 1 10 Show

+1 Scroll of detect magic
+1 Scroll of comprehend languages
+1 Scroll of greater restoration

2022-09-26 13:07 Trade Log -10 Show Trade Log

Player: RaimundoO
DCI: 6320847593
Character: Headband of Intellect
Item: Ring of Swimming
Found in: DDAL05-16 Parnast Under Siege
https://www.adventurersleaguelog.com/users/33187/characters/89379/trade_log_entries/951996

2022-05-03 18:30 CCC-TAROT- 02-02 Guardians Scourge Show

Story Award: Tarot of Fate (Hanged Man): Upright.
Although you didn’t strike a fatal blow, the guardian died. What caused that? Hopefully the Mages of Thentia can learn more by studying its heart.
+1x Spell Scroll of Skill Empowerment.
Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill. You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

2022-05-03 16:44 Trade Log Show Trade Log

Purchased:
1x Spellbook -50 GP
Materials for Find Familiar -20 GP
1x Pearl - 100 GP
Sold:
1x LeatherArmor +5 GP
1x Backpack +1 GP

2022-05-03 16:00 Dowtime Activity: Catching Up -20 Show

+2 LvL Wizard
Arcane Tradition: School of Divination
Divination Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Divination spell into your spellbook is halved.

Portent
Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

2022-04-17 15:00 DDEX3-05 Bane of the Tradeways 10 Show

+1 Potion of Healing, +1 Potion of Heroism

2022-04-16 15:00 DDEX3-2 Shackles of Blood 10 Show
  • 1 Potion of Healing
2022-04-16 12:35 Purchase Log Show Purchase

Purchased:
1x Mastif -25 GP

2022-04-16 11:51 Downtime Activity: Catching up -10 Show

4th Level ASI:
Feat: Bountiful Luck
Your people have extraordinary luck, which you have learned to mystically lend to your companions whenever you see them falter.
- You're not sure how you do it, you just wish it, and it happens. Surely a sign of fortune's favor!
- When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.
When you use this ability, you can't use your Lucky racial trait before the end of your next turn
College of Eloquence
- Silver Tongue
- Unsettling Words

2022-04-11 18:00 DDHC-CM A Deep and Creeping Darkness 10 Show

Purchased:
10x Torch - 0,1 GP
1x Flowers -1GP

2022-04-10 00:55 Trade Log 10 Show Trade Log

Player: Raimund O.
DCI: 6320847593
Character: Murmel
Item: Mac-Fuirmidh cittern
Found in: CCC-THENT01-03 The Dreaming Relic

2022-04-09 22:30 CCC-ARCON01-03 Pharmacist Wanted 10 Show

1x Potion of Fire Breath

2022-04-05 11:00 Character creation Show

Race: Lightfoot Halfling
Point buy:
STR: 08 DEX: 14 CON: 15 INT: 13 WIS: 08 CHA: 14
Ability Score Increase: CON +1 CHA +2
Age: A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
Size: Halflings average about 3 feet tall and weigh about 40 pounds. Your size is small.
Speed: Your base walking speed is 25 feet.
Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
Brave: You have advantage on saving throws against being frightened.
Nimble: You can move through the space of any creature that is of a size larger than yours.
Languages: You can speak, read, and write Common and Halfling.
Ability Score Increase: Your Charisma score increases by 1.
Naturally Stealthy: You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.
/
Background: Rewarded
Skill Proficiencies: Insight, Persuasion
Languages: None
Equipment: A bottle of black ink, an ink pen, five sheets of paper, a gaming set (matching your chosen proficiency), a signet ring, a set of fine clothes, and a pouch containing 18 gp
Feature: Fortune's Favor
Your unexpected good fortune is reflected by a minor boon. You gain the ** Lucky,** Magic Initiate, or Skilled feat (your choice). Your choice of feat reflects the transformation that changed your life. An encounter with a genie who gave you three wishes might have resulted in magical powers represented by Magic Initiate. If you paid off all your family debts with a fortuitous round of three-dragon ante, you might be Lucky instead. Alternatively, you could use the Skilled feat to reflect whatever trial you endured to secure your new destiny and to model the knowledge and abilities imparted to you by whatever force transformed your life.
/
Class: Bard
Hit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice (Lute, Flute, Viol)
Saving Throws: Dexterity, Charisma
Skills: Choose any three (Persuasion, Stealth, Arcana)
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a rapier
(b) an entertainer's pack
(b) a Flute
Leather armor and a dagger
/
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.

Date Played ▼ Adventure Title Session XP GP Downtime Renown Magic Items
Magic Item Tracker Show

Equiped

Magic Item
Mac-Fuirmidh cittern
Bag of Holding
Headband of Intellect
Common Magic Items
Consumables
1x Potion of Fire Breath
1x Potion of Healing
1x Potion of Heroism

Stored

Magic Item
Goggles of Night, Rapier +1, Shield +1
Common Magic Items
Consumables
Scroll of Skill Empowerment,

2024-07-07 19:00 DDAL04-08 The Broken One 1000 10 Ring Of Spell Storing Show
2024-01-01 17:17 Trade Log -5 Headband of Intellect > Circlet of Blasting Show Trade Log

Player: Arikatzi020
DCI: 42069
Character: Sekae Nightglimm
Item: Circlet of Blasting
Found in: DDAL05-16 Parnast Under Siege
https://www.adventurersleaguelog.com/users/36450/characters/93248/trade_log_entries/1093369

2023-01-22 19:30 SJ-DC-RTR-PL-01 The Herd 1000 10 Astromancy Archive Show

+1 Potion of Growth

2022-10-01 19:00 DDHC - TftYP-Dead in Thay 1 350 10 Show

+1 Scroll of detect magic
+1 Scroll of comprehend languages
+1 Scroll of greater restoration

2022-09-26 13:07 Trade Log -10 Ring of Swimming > Headband of Intellect Show Trade Log

Player: RaimundoO
DCI: 6320847593
Character: Headband of Intellect
Item: Ring of Swimming
Found in: DDAL05-16 Parnast Under Siege
https://www.adventurersleaguelog.com/users/33187/characters/89379/trade_log_entries/951996

2022-05-03 18:30 CCC-TAROT- 02-02 Guardians Scourge 551.34 Instrument of the Bards (Doss Lute) Show

Story Award: Tarot of Fate (Hanged Man): Upright.
Although you didn’t strike a fatal blow, the guardian died. What caused that? Hopefully the Mages of Thentia can learn more by studying its heart.
+1x Spell Scroll of Skill Empowerment.
Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill. You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

2022-05-03 16:44 Trade Log -164 Show Trade Log

Purchased:
1x Spellbook -50 GP
Materials for Find Familiar -20 GP
1x Pearl - 100 GP
Sold:
1x LeatherArmor +5 GP
1x Backpack +1 GP

2022-05-03 16:00 Dowtime Activity: Catching Up -20 Bag of Holding Show

+2 LvL Wizard
Arcane Tradition: School of Divination
Divination Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Divination spell into your spellbook is halved.

Portent
Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

2022-04-17 15:00 DDEX3-05 Bane of the Tradeways 33 10 Shield +1 Show

+1 Potion of Healing, +1 Potion of Heroism

2022-04-16 15:00 DDEX3-2 Shackles of Blood 262 10 Rapier +1 Show
  • 1 Potion of Healing
2022-04-16 12:35 Purchase Log -25 Show Purchase

Purchased:
1x Mastif -25 GP

2022-04-16 11:51 Downtime Activity: Catching up -10 Show

4th Level ASI:
Feat: Bountiful Luck
Your people have extraordinary luck, which you have learned to mystically lend to your companions whenever you see them falter.
- You're not sure how you do it, you just wish it, and it happens. Surely a sign of fortune's favor!
- When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.
When you use this ability, you can't use your Lucky racial trait before the end of your next turn
College of Eloquence
- Silver Tongue
- Unsettling Words

2022-04-11 18:00 DDHC-CM A Deep and Creeping Darkness 60.3 10 Ring of Swimming, Goggles of Night Show

Purchased:
10x Torch - 0,1 GP
1x Flowers -1GP

2022-04-10 00:55 Trade Log 10 Decanter of Endless Water > Mac-Fuirmidh cittern Show Trade Log

Player: Raimund O.
DCI: 6320847593
Character: Murmel
Item: Mac-Fuirmidh cittern
Found in: CCC-THENT01-03 The Dreaming Relic

2022-04-09 22:30 CCC-ARCON01-03 Pharmacist Wanted 65 10 Decanter of Endless Water Show

1x Potion of Fire Breath

2022-04-05 11:00 Character creation 15 Show

Race: Lightfoot Halfling
Point buy:
STR: 08 DEX: 14 CON: 15 INT: 13 WIS: 08 CHA: 14
Ability Score Increase: CON +1 CHA +2
Age: A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
Size: Halflings average about 3 feet tall and weigh about 40 pounds. Your size is small.
Speed: Your base walking speed is 25 feet.
Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
Brave: You have advantage on saving throws against being frightened.
Nimble: You can move through the space of any creature that is of a size larger than yours.
Languages: You can speak, read, and write Common and Halfling.
Ability Score Increase: Your Charisma score increases by 1.
Naturally Stealthy: You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.
/
Background: Rewarded
Skill Proficiencies: Insight, Persuasion
Languages: None
Equipment: A bottle of black ink, an ink pen, five sheets of paper, a gaming set (matching your chosen proficiency), a signet ring, a set of fine clothes, and a pouch containing 18 gp
Feature: Fortune's Favor
Your unexpected good fortune is reflected by a minor boon. You gain the ** Lucky,** Magic Initiate, or Skilled feat (your choice). Your choice of feat reflects the transformation that changed your life. An encounter with a genie who gave you three wishes might have resulted in magical powers represented by Magic Initiate. If you paid off all your family debts with a fortuitous round of three-dragon ante, you might be Lucky instead. Alternatively, you could use the Skilled feat to reflect whatever trial you endured to secure your new destiny and to model the knowledge and abilities imparted to you by whatever force transformed your life.
/
Class: Bard
Hit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice (Lute, Flute, Viol)
Saving Throws: Dexterity, Charisma
Skills: Choose any three (Persuasion, Stealth, Arcana)
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a rapier
(b) an entertainer's pack
(b) a Flute
Leather armor and a dagger
/
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.