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1 Bard Haley
ASTORIA LYRREN
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LEVEL & CLASS PLAYER NAME
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F AC DESCRIPTION
-2 STR +3 INT
PRO
11 Armor Leather
6 +2 14
Set Max HP
STRENGTH ● +5 DEX 0 WIS
Shield
-2 0 ● +6 CHA
CON
MAXIMUM PROFICIENCY ARMOR 3 Dex Medium Armor Heavy Armor
RESISTANCES HIT POINTS BONUS CLASS
Magic
7 Misc
Temporary Hit Points: Misc
DEXTERITY
Magic can't put me to sleep; Adv. +3 ARMOR
0
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+3 Acrobatics (Dex) ● Light
PRO
Medium Heavy Shields
PRO
+3
+4 Deception (Cha) > Common Lyre
● +5 History (Int) > Elvish Tambor
● +2 Insight (Wis) Sylvan Voice
16
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IDEALS
BONDS
> FEAT:
> FEAT:
> FEAT:
FEATS
NOTES
SUBTOTAL SUBTOTAL
EXTRA EQUIPMENT
ORGANIZATION
SYMBOL
Long red hair is tucked behind her delicately -Elf mother left her on her human father's doorstep not long after birth
elongated ears, to cascade over shoulders which are -Father was a professor, so she grew up running around the campus and libraries of the University
permanently curved in from sitting over books or -Learned about many things, but focused on the history of Magic, in hopes to learn more about her Elfish
practicing instruments. Freckles and slightly burned ancestry
cheeks over a generally milky complexion show that -MAIN GOAL: to learn who her mother is, and why she was abandoned
she has only recently stepped out from the libraries -After her mortal father and all the other professors who help raise her passed away, the University felt empty
of her past. and lonely. She decided to combine her knowledge and natural talents in performance to hit the road as a
Bard. She hopes to see the world and learn more of the present and possible future, as opposed to the pas
written of in the dusty of books of her childhood.
APPEARANCE
F
Temporary HP: SUCCESSES
PRO
DEXTERITY >
DESCRIPTION
INITIATIVE SPEED
>
LEVEL USED
DIE >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
ATTACKS
F EX
PRO
Acrobatics (Dex)
Animal Handling (Wis)
INTELLIGENCE
Arcana (Int)
Athletics (Str)
Deception (Cha)
History (Int)
Insight (Wis)
Intimidation (Cha)
WISDOM Investigation (Int)
Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)
SENSES
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COMPANION’S APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.998 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Notes Page Options
NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.998 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Spell Sheet Options
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
ASTORIA LYRREN
SPELL SLOTS
CHARACTER NAME
CANTRIPS (0 LEVEL)
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Dancing Lights 4 torch-sized lights or 1 humanoid-sized light; 10-ft rad dim light; bns a to move 60 ft — Evoc 1a 120 ft V,S,M Conc, 1 min P 230
> Message 1 crea you point to hears whispered message and can reply with a whisper; nobody can overhear — Trans 1a 120 ft V,S,M 1 rnd P 259
1ST LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Comp. Languages (R) Understand all spoken language or written language when touched; does not help vs. cyphers — Div 1a Self V,S,M 1 h P 224
> Cure Wounds 1 creature is healed for 1d8+1d8/SL+spellcasting ability modifier hp — Evoc 1a Touch V,S Instantaneous P 230
> Dissonant Whispers 1 crea 3d6+1d6/SL Psychic dmg and flee; save halves and no fleeing; deaf crea are immune Wis Ench 1a 60 ft V Instantaneous P 234
> Thunderwave All crea/obj in area 2d8+1d8/SL Thunder dmg, pushed 10 ft away; save halves and not pushed Con Evoc 1a 15-ft cube V,S Instantaneous P 282
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.998 (Printer Friendly - Redesign); Spell Sheet 1/1 Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
PLAYER REFERENCE
LINE
by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)