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Bard (1) entertainer Tsuni

CLASS & LEVEL BACKGROUND PLAYER NAME


Harmonic Alute Raptoric Chaotic Neutral 0
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I change my mood or my mind as quickly as I
15 +4 change key in a song.

0 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
I know a story relevant to almost every
situation.(Whether it's true or not is another
thing.)
10 PERSONALITY TRAITS

Hit Point Maximum 8


0 Strength
DEXTERITY ●
+6 Dexterity
Creativity. The world is in need of
new ideas and bold action.
+4 0
0
Constitution
Intelligence
CURRENT HIT POINTS IDEALS

18 0 Wisdom

+4 Charisma
I will fix what I have done, no matter
the cost, be it my life or others'.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

0 ●
+6 Acrobatics (Dex) Total 1d8 SUCCESSES I will pretend to not know even some common things sometimes
and tend to forget other, more important details.
10 0 Animal Handling (Wis) FAILURES
I tend to stand by and watch disaster take hold if I am not the one
causing it.

0 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE Athletics (Str)
0

0 ●
+4 Deception (Cha)
0 History (Int)
NAME ATK BONUS DAMAGE/TYPE

0 Insight (Wis)
Rapier +6 1d8 + 4 piercing
10
+2 Intimidation (Cha) Dagger +6 1d4 + 4 piercing
WISDOM 0 Investigation (Int)
0 Medicine (Wis)
Greataxe 0 1d12 slashing
0 0 Nature (Int)
0 Perception (Wis)
11 ●
+4 Performance (Cha)

+4 Persuasion (Cha)
CHARISMA
0 Religion (Int)

+2 ●
+6 Sleight of Hand (Dex)
+4 Stealth (Dex)
15 0 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

10 PASSIVE WISDOM (PERCEPTION)


CP
Leather (1);
SP
Waterskin (1);
Tool Proficiencies: Disguise Kit;
Drum; Lute; Lyre Candle (5);
EP Disguise Kit
Weapon Proficiencies:
Crossbow, hand; Longsword; GP
(1); Bedroll (1);
Rapier; Shortsword; Simple Rations (1 day)
Armor Proficiencies: Light PP (5); Costume
Language Proficiencies:
(2); Backpack
Common (1); Lute (1)
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
25 27.9 lbs
AGE HEIGHT WEIGHT
Harmonic Alute Lime Green Pinkish budgie blue
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

A Stormclaw Showman with a past that only she seems to know. Every time she is
asked about it, you will get another fake story.

The one she tells most often may contain some truth.

"So there I was, just a tiny little fluffball enjoying time messing around with some toy
drums my mum bought when my flock's alarm sounded. My parents took me and hid
me in a hole in the ground and I watched as dragons came and killed 'em all. 'Course
they found me. I was the only bright blue thing around and couldn't keep myself hidden
for nothing. Well this huge beaky, that's what I call those feathered ones... Skydumbers
or whatever, took me 'an decided to keep me with 'em. So I was given bells and treated
like a little pet n' stuff. Told I was a Stormclaw Showman, s'pposed to entertain them.
They taught me how to do tricks and play music n' stuff, but Yanno what I decided to
do? I killed their main guard an made a run for it. Now, I don't actually know how to
fight all that well, so I decided to become a traveling musician. Everyone loves me."

But more likely than not, this is completely false.

She can be found playing music in taverns and inns and when she's not doing that,
she's busy enjoying heavy drinks and eating.

Another story she's told more than once that she'll often tell is when she's asked about
the bandages on her right wing. she never tells these two stories together.

"Oi, my wing? Well, when my feathers finally came in with full color, my parents
decided that they didn't want me. What was a stormclaw showman with bright blue
feathers other than a beacon to dragons? So they broke my wings and snipped my tail
feathers, hoping for me to never fly 'n tossed me to a group of mirror dragons. Sucks,
'cause the dragons found my home flock 'n killed them while keeping me and helping
me fly again. And yanno what? I keep these bandages to remember my allies by
because they accepted my blue feathers."

The combination of these stories could lead one to believe she was raised by dragons,
and that the group she lived with is dead.

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Bard Charisma 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Mage Hand
Minor Illusion

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Charm Person

Comprehend Languages
4
Detect Magic

Feather Fall
SPELLS KNOWN

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

----------Bonus Actions----------
Bardic Inspiration. Inspire another creature with a 1d6 that it
can, within the next 10 min., add to a d20 roll (use twice/long
rest).
Page 1

Level-1 enchantment Level-1 divination Level-1 divination


Charm Person Comprehend Languages Detect Magic
1 act. 30 ft V,S 1 hr 1 act. Self V,S,M 1 hr 1 act. Self V,S Conc, 10 mins
You attempt to charm a humanoid you can For the duration, you understand the literal For the duration, you sense the presence of
see within range. It must make a Wisdom meaning of any spoken language that you magic within 30 feet of you. If you sense
saving throw, and does so with advantage if hear. You also understand any written magic in this way, you can use your action to
you or your companions are fighting it. If it language that you see, but you must be see a faint aura around any visible creature
fails the saving throw, it is charmed by you touching the surface on which the words are or object in the area that bears magic, and
until the spell ends or until you or your written. It takes about 1 minute to read one you learn its school of magic, if any. The spell
companions do anything harmful to it. The page of text. This spell doesn't decode secret can penetrate most barriers, but it is blocked
charmed creature regards you as a friendly messages in a text or a glyph, such as an by 1 foot of stone, 1 inch of common metal, a
acquaintance. When the spell ends, the arcane sigil, that isn't part of a written thin sheet of lead, or 3 feet of wood or dirt.
creature knows it was charmed by you. At language.
Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, you can
target one additional creature for each slot
level above 1st. The creatures must be within
30 feet of each other when you target them.

Bard DC 12 Mod +4 Bard DC 12 Mod +4 Bard DC 12 Mod +4

Level-1 transmutation Conjuration cantrip Illusion cantrip


Feather Fall Mage Hand Minor Illusion
1 react. 60 ft V,M 1 min 1 act. 30 ft V,S 1 min 1 act. 30 ft S,M 1 min
Choose up to five falling creatures within A spectral, floating hand appears at a point You create a sound or an image of an object
range. A falling creature's rate of descent you choose within range. The hand lasts for within range that lasts for the duration. The
slows to 60 feet per round until the spell the duration or until you dismiss it as an illusion also ends if you dismiss it as an
ends. If the creature lands before the spell action. The hand vanishes if it is ever more action or cast this spell again. If you create a
ends, it takes no falling damage and can land than 30 feet away from you or if you cast this sound, its volume can range from a whisper
on its feet, and the spell ends for that spell again. You can use your action to to a scream. It can be your voice, someone
creature. control the hand. You can use the hand to else's voice, a lion's roar, a beating of drums,
manipulate an object, open an unlocked door or any other sound you choose. The sound
or container, stow or retrieve an item from an continues unabated throughout the duration,
open container, or pour the contents out of a or you can make discrete sounds at different
vial. You can move the hand up to 30 feet times before the spell ends. If you create an
each time you use it. The hand can't attack, image of an object—such as a chair, muddy
activate magic items, or carry more than 10 footprints, or a small chest—it must be no
pounds. larger than a 5-foot cube. The image can't
create sound, light, smell, or any other
sensory effect. Physical interaction with the
image reveals it to be an illusion, because
things can pass through it. If a creature uses
its action to examine the sound or image, the
creature can determine that it is an illusion
with a successful Intelligence (Investigation)
Bard DC 12 Mod +4 Bard DC 12 Mod +4 Bard DC 12 Mod +4
Page 1 (reverse)

Minor Illusion (reverse)


check against your spell save DC. If a
creature discerns the illusion for what it is, the
illusion becomes faint to the creature.

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