Wdytha

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Bard (3)

CLASS & LEVEL BACKGROUND PLAYER NAME


Edyth Elf Neutral 64001
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 +4 30
+2 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

14 PERSONALITY TRAITS

Hit Point Maximum 20


+2 Strength
DEXTERITY ●
+5 Dexterity

+3 +2 Constitution
+1 Intelligence
CURRENT HIT POINTS IDEALS

16 +1 Wisdom

+4 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2 +4 Acrobatics (Dex) SUCCESSES

14 +2 Animal Handling (Wis)


3x(1d8+2)
FAILURES

+2 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE ●
+6 Athletics (Str)

+1 ●
+6 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE

12 +2 Insight (Wis)
Dagger +5 1d4+3 piercing
Backpack
+3 Intimidation (Cha) Longsword +4 1d8+2 slashing Bedroll
+2 Investigation (Int)
WISDOM
+2 Medicine (Wis) Rapier +1 +6 1d8+4 piercing Candle x5
+1 ●
+3 Nature (Int) Clothes, fine
12

+3 Perception (Wis) Number of Costume x2
+3 Performance (Cha)
+3 Persuasion (Cha)
Attacks: 1 Disguise Kit
CHARISMA
+2 Religion (Int) Dulcimer
+2 +4 Sleight of Hand (Dex)
+4 Stealth (Dex)
Leather
14 +2 Survival (Wis) Purse
SKILLS ATTACKS & SPELLCASTING Rations (1 day) x5
13 PASSIVE WISDOM (PERCEPTION)
Restorative
CP
Ointment
Tool Proficiencies: Dulcimer;
SP Ring Of Animal
Horn; Viol
EP
Influence
Weapon Proficiencies: Robe Of Useful
Crossbow, hand; Longsword;
Rapier; Shortsword; Simple
GP 1000 Items
Armor Proficiencies: Light PP Signet ring
Language Proficiencies:
Waterskin
Common; Elvish
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Edyth
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

She is a bard in a band married to


fellow adventurer louie. she can not
have children.

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
Message
Minor Illusion
Prestidigitation

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Healing Word

4
SPELLS KNOWN

2 2
Invisibility

Knock
Shatter
5
Silence

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

Darkvision: 60 ft.
Immunities: magical-sleep

----------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).

-----------Other Traits------------
Fey Ancestry. Advantage on charmed saves and immune to
sleep magic.

Jack of All Trades. +1 to ability checks that don't already include


your proficiency bonus.

Song of Rest. With a song, you and friendly creatures gain 1d6
additional healing at the end of a short rest.

Trance. Trance 4 hrs. instead of sleep 8.


Page 1

Message Minor Illusion Prestidigitation


Bard Cantrip Transmutation DC 12 Spell Mod +4 Bard Cantrip Illusion DC 12 Spell Mod +4 Bard Cantrip Transmutation DC 12 Spell Mod +4
1 Act. 120 ft V,S,M 1 Rnd 1 Act. 30 ft S,M 1 min 1 Act. 10 ft V,S Up to 1 hr
A short piece of copper wire A bit of fleece

You point your finger toward a creature You create a sound or an image of an object This spell is a minor magical trick that novice
within range and whisper a message. The within range that lasts for the duration. The spellcasters use for practice. You create one of
target (and only the target) hears the message illusion also ends if you dismiss it as an action the following magical effects within range: •
and can reply in a whisper that only you can or cast this spell again. If you create a sound, You create an instantaneous, harmless
hear. You can cast this spell through solid its volume can range from a whisper to a sensory effect, such as a shower of sparks, a
objects if you are familiar with the target and scream. It can be your voice, someone else's puff of wind, faint musical notes, or an odd
know it is beyond the barrier. Magical silence, voice, a lion's roar, a beating of drums, or any odor. • You instantaneously light or snuff out a
1 foot of stone, 1 inch of common metal, a thin other sound you choose. The sound continues candle, a torch, or a small campfire. • You
sheet of lead, or 3 feet of wood blocks the spell. unabated throughout the duration, or you can instantaneously clean or soil an object no
The spell doesn't have to follow a straight line make discrete sounds at different times before larger than 1 cubic foot. • You chill, warm, or
and can travel freely around corners or the spell ends. If you create an image of an flavor up to 1 cubic foot of nonliving material
through openings. object—such as a chair, muddy footprints, or a for 1 hour. • You make a color, a small mark, or
small chest—it must be no larger than a 5-foot a symbol appear on an object or a surface for 1
cube. The image can't create sound, light, hour. • You create a nonmagical trinket or an
smell, or any other sensory effect. Physical illusory image that can fit in your hand and
interaction with the image reveals it to be an that lasts until the end of your next turn. If
illusion, because things can pass through it. If you cast this spell multiple times, you can
a creature uses its action to examine the sound have up to three of its non-instantaneous
or image, the creature can determine that it is effects active at a time, and you can dismiss

Healing Word Invisibility Knock


Bard Level 1 Evocation DC 12 Spell Mod +4 Bard Level 2 Illusion DC 12 Spell Mod +4 Bard Level 2 Transmutation DC 12 Spell Mod +4
1 B.A. 60 ft V Inst 1 Act. Touch V,S,M Conc, 1 hr 1 Act. 60 ft V Inst
An eyelash encased in gum arabic

A creature of your choice that you can see A creature you touch becomes invisible until Choose an object that you can see within
within range regains hit points equal to 1d4 + the spell ends. Anything the target is wearing range. The object can be a door, a box, a chest,
your spellcasting ability modifier. This spell or carrying is invisible as long as it is on the a set of manacles, a padlock, or another object
has no effect on undead or constructs. At target's person. The spell ends for a target that that contains a mundane or magical means
Higher Levels. When you cast this spell using a attacks or casts a spell. At Higher Levels. that prevents access. A target that is held shut
spell slot of 2nd level or higher, the healing When you cast this spell using a spell slot of by a mundane lock or that is stuck or barred
increases by 1d4 for each slot level above 1st. 3rd level or higher, you can target one becomes unlocked, unstuck, or unbarred. If
additional creature for each slot level above the object has multiple locks, only one of them
2nd. is unlocked. If you choose a target that is held
shut with arcane lock, that spell is suppressed
for 10 minutes, during which time the target
can be opened and shut normally. When you
cast the spell, a loud knock, audible from as far
away as 300 feet, emanates from the target
object.

Shatter Silence (ritual)


Bard Level 2 Evocation DC 12 Spell Mod +4 Bard Level 2 Illusion DC 12 Spell Mod +4
1 Act. 60 ft V,S,M Inst 1 Act. 120 ft V,S Conc, 10 mins
A chip of mica

A sudden loud ringing noise, painfully For the duration, no sound can be created
intense, erupts from a point of your choice within or pass through a 20-foot-radius
within range. Each creature in a sphere centered on a point you choose within
10-foot-radius sphere centered on that point range. Any creature or object entirely inside
must make a Constitution saving throw. A the sphere is immune to thunder damage, and
creature takes 3d8 thunder damage on a failed creatures are deafened while entirely inside it.
save, or half as much damage on a successful Casting a spell that includes a verbal
one. A creature made of inorganic material component is impossible there.
such as stone, crystal, or metal has
disadvantage on this saving throw. A
nonmagical object that isn't being worn or
carried also takes the damage if it's in the
spell's area. At Higher Levels. When you cast
this spell using a spell slot of 3rd level or
higher, the damage increases by 1d8 for each
slot level above 2nd.
Page 1 (reverse)

Prestidigitation (reverse) Minor Illusion (reverse)


such an effect as an action. an illusion with a successful Intelligence
(Investigation) 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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