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Bard 6 Urchin

CLASS & LEVEL BACKGROUND PLAYER NAME

Half-Elf Chaotic Good


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH - I sleep with my back to a tree or wall, with all
15 +5 30 my possessions wrapped in a bundle in my

12 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
arms.
- I think anyone who is nice to me has evil
intent.
+1 PERSONALITY TRAITS

Hit Point Maximum 51


1
Strength
DEXTERITY Change: The low are lifted up, and the high

6
Dexterity and mighty are brought down. Change is the
nature of things.
16 3
Constitution
CURRENT HIT POINTS IDEALS
3
Intelligence
+3 1
Wisdom
No one else should have to endure
8
Charisma
the hardships Ive been through.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
16 6
4
Acrobatics (Dex) Total SUCCESSES Gold seems like a lot of money to me, and
+3 Ill do just about anything for more of it.
2
Animal Handling (Wis) 1d8+3 FAILURES

6
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
4
Athletics (Str)

16
11
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
4
History (Int) Darkvision 60ft
Rapier +6 1d8+3
+3
4
Insight (Wis) Fey Ancestry
6
Intimidation (Cha) Dagger +6 1d4+3 - Advantage on saves vs. Charm.
WISDOM
6
Investigation (Int)
- Immune to magic sleep.

4
Medicine (Wis)
13 4
Nature (Int)
Ritual Casting

+1

7
Perception (Wis) Bardic Inspiration /
6
Performance (Cha) Font of Inspiration
CHARISMA

8
Persuasion (Cha) - Bonus action on your turn to
4
Religion (Int) choose one creature other than
20
6
Sleight of Hand (Dex)
yourself within 60 feet of you who
can hear you. That creature gains

6
Stealth (Dex)
+5 one Bardic Inspiration die, a d8.
2
Survival (Wis) - Once within the next 10 minutes,
SKILLS ATTACKS & SPELLCASTING the creature can roll the die and
add the number rolled to one
17 PASSIVE WISDOM (PERCEPTION) ability check, attack roll, or saving
Studded Leather Armor
CP
Mandolin
throw it makes. The creature can
wait until after it rolls the d20
SP Cloak of Elven Kind before deciding to use the Bardic
Light Armor (attunement) Inspiration die, but must decide
Simple Weapons, Shortsword, - While you wear this cloak before the DM says whether the
EP
Longsword, Hand Crossbow, with its hood up, Wisdom
roll succeeds or fails.
Rapier (Perception) checks made to
see you have disadvantage, - You can use this feature a
GP 500 and you have advantage on number of times equal to your
Mandolin, Fiddle, Flute Dexterity (Stealth) checks Charisma modifier. You regain
Disguise Kit PP made to hide, as the cloak's any expended uses when you
Thieves' Tools color shifts to camouflage finish a short rest.
you. Pulling the hood up or
down requires an action.
Common, Elvish, Sylvan
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

College of Lore
NAME
Cutting Words
- 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
creatures 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 SYMBOL
damage.
- The creature is immune if it cant hear
you or if its immune to being
charmed.
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Jack of all Trades


- You can add half your proficiency bonus, rounded down, to any ability check
you make that doesnt already include your proficiency bonus.
Song of Rest
- If you or any friendly creatures who can hear your performance regain hit
points at the end of the short rest, each of those creatures regains an extra
1d6 hit points.
Expertise
- Deception
- Perception
Countercharm
- 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).
ADDITIONAL FEATURES & TRAITS

A small knife
Map of the city you grew up on.
Pet Mouse
My dad's pocket watch
Set of common clothes
Belt Pouch
Diplomat's Pack
Bedroll
5 days rations

CHARACTER BACKSTORY TREASURE

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Charisma 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Vicious Mockery Counterspell

Minor Illusion Fireball

Mage Hand Hypnotic Pattern (Conc)

Leomund's Tiny Hut (Ritual)

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Faerie Fire (Conc)

Healing Word
4
Detect Magic (Ritual)

Thunderwave
SPELLS KNOWN

2 3
Suggestion (Conc)

Invisibility (Conc)

Hold Person (Conc)


5

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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