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Bard (1) Entertainer

CLASS & LEVEL BACKGROUND PLAYER NAME


Cun Bloodeyes Goblins Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 +3 30
0 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

10 PERSONALITY TRAITS

Hit Point Maximum 10


0 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 +3 Acrobatics (Dex) Total 1d8 SUCCESSES

14 -1 Animal Handling (Wis) FAILURES

+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE Athletics (Str)
0

+1 ●
+4 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

12 ●
+1 Insight (Wis)
Spear +2 1d6 piercing Darkvision: 60 ft.
+2 Intimidation (Cha)
WISDOM +1 Investigation (Int)
+1 Medicine (Wis) (additional
-1


+3 Nature (Int)
+1 Perception (Wis)
features & traits
8 ●
+4 Performance (Cha) on last page)

+4 Persuasion (Cha)
CHARISMA
+1 Religion (Int)

+2 +3 Sleight of Hand (Dex)


+3 Stealth (Dex)
15 -1 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

11 PASSIVE WISDOM (PERCEPTION)


CP
Clothes,
Tool Proficiencies: Flute; Lute;
SP common (1);
Pan Flute
EP
Pouch (1);
Weapon Proficiencies: Incense (5);
Crossbow, hand; Longsword;
Rapier; Shortsword; Simple
GP
15 Vestements
Armor Proficiencies: Light PP
(1); Pan Flute
(1); Leather
Language Proficiencies:
Common; Gnomish; Goblin (1)
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
Cun Bloodeyes
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

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
Light
Vicious Mockery

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Charm Person

Healing Word
4
Sleep

Thunderwave
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).
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Level-1 enchantment Level-1 evocation Evocation cantrip


Charm Person Healing Word Light
1 act. 30 ft V,S 1 hr 1 b.a. 60 ft V Inst 1 act. Touch V,M 1 hr
You attempt to charm a humanoid you can see A creature of your choice that you can see You touch one object that is no larger than 10
within range. It must make a Wisdom saving within range regains hit points equal to 1d4 + feet in any dimension. Until the spell ends, the
throw, and does so with advantage if you or your spellcasting ability modifier. This spell object sheds bright light in a 20-foot radius
your companions are fighting it. If it fails the has no effect on undead or constructs. At and dim light for an additional 20 feet. The
saving throw, it is charmed by you until the Higher Levels. When you cast this spell using a light can be colored as you like. Completely
spell ends or until you or your companions do spell slot of 2nd level or higher, the healing covering the object with something opaque
anything harmful to it. The charmed creature increases by 1d4 for each slot level above 1st. blocks the light. The spell ends if you cast it
regards you as a friendly acquaintance. When again or dismiss it as an action. If you target
the spell ends, the creature knows it was an object held or worn by a hostile creature,
charmed by you. At Higher Levels. When you that creature must succeed on a Dexterity
cast this spell using a spell slot of 2nd level or saving throw to avoid the spell.
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 enchantment Level-1 evocation Enchantment cantrip


Sleep Thunderwave Vicious Mockery
1 act. 90 ft V,S,M 1 min 1 act. Self V,S Inst 1 act. 60 ft V Inst
This spell sends creatures into a magical A wave of thunderous force sweeps out from You unleash a string of insults laced with
slumber. Roll 5d8; the total is how many hit you. Each creature in a 15-foot cube subtle enchantments at a creature you can see
points of creatures this spell can affect. originating from you must make a within range. If the target can hear you
Creatures within 20 feet of a point you choose Constitution saving throw. On a failed save, a (though it need not understand you), it must
within range are affected in ascending order of creature takes 2d8 thunder damage and is succeed on a Wisdom saving throw or take
their current hit points (ignoring unconscious pushed 10 feet away from you. On a successful 1d4 psychic damage and have disadvantage
creatures). Starting with the creature that has save, the creature takes half as much damage on the next attack roll it makes before the end
the lowest current hit points, each creature and isn't pushed. In addition, unsecured of its next turn. This spell's damage increases
affected by this spell falls unconscious until objects that are completely within the area of by 1d4 when you reach 5th level (2d4), 11th
the spell ends, the sleeper takes damage, or effect are automatically pushed 10 feet away level (3d4), and 17th level (4d4). (see PHB 285
someone uses an action to shake or slap the from you by the spell's effect, and the spell for more details)
sleeper awake. Subtract each creature's hit emits a thunderous boom audible out to 300
points from the total before moving on to the feet. At Higher Levels. When you cast this
creature with the next lowest hit points. A spell using a spell slot of 2nd level or higher,
creature's hit points must be equal to or less the damage increases by 1d8 for each slot level
than the remaining total for that creature to be above 1st.
affected. Undead and creatures immune to
being charmed aren't affected by this spell. At
Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, roll an
additional 2d8 for each slot level above 1st.
Bard DC 12 Mod +4 Bard DC 12 Mod +4 Bard DC 12 Mod +4
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