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Bard (5) Far Traveler Bard

CLASS & LEVEL BACKGROUND PLAYER NAME


Lucifer Serpico Half-Elf Chaotic Good 0
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH Flatterer: Everyone's ego is a weapon I
19 +4 30 can wield.

10 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
The here and now: I am alive temporarily
and that's awesome.
0 PERSONALITY TRAITS

Hit Point Maximum 40


+2 Strength
DEXTERITY Fairness: I never target people who

+8 Dexterity can't afford to lose a few coins.

16 +4 Constitution
+2 Intelligence
CURRENT HIT POINTS IDEALS

+3 +3 Wisdom

+9 Charisma The band will play on: I'll fulfill
CONSTITUTION
my duty to the bitter end.
SAVING THROWS
TEMPORARY HIT POINTS BONDS

14 +5 Acrobatics (Dex) Total 5d8 SUCCESSES

+2 Me, Myself and I: Snark,


+3 Animal Handling (Wis) FAILURES
Snide & Smug

+7 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+2 Athletics (Str)

10
+6 Deception (Cha)
+4 History (Int)
NAME ATK BONUS DAMAGE/TYPE

0 +3 Insight (Wis)
Dagger +6 1d4 + 3 piercing
Darkvision: 60 ft.
+6 Intimidation (Cha) Crossbow, hand +6 1d6 + 3 piercing
WISDOM +2 Investigation (Int)
+3 Medicine (Wis)
Rapier +1 +7 1d8 + 4 piercing
----------Bonus
13 +2 Nature (Int) Actions----------
+3 Perception (Wis)
+1
+8 Performance (Cha)
Bardic Inspiration.
CHARISMA

+11 Persuasion (Cha) Inspire another
+2 Religion (Int)

18 +10 Sleight of Hand (Dex)


creature with a
+4

+7 Stealth (Dex) 1d8 that it can,
+3 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING


within the next 10
min., add to a d20
13 PASSIVE WISDOM (PERCEPTION)
CP
Pouch (1); potion of healing (2);
Soap (1); boots of elvenkind (1); roll (use 4
SP
Shield (1); Oil (2); potion of
greater healing (1); Mithral
Armor, Breastplate (1); Case,
times/long rest,
Tool Proficiencies: Calligrapher's
Supplies; Flute; Pan Flute; Shawm
map or scroll (1); Paper (5);
Perfume (1); Piece of jewelry see PHB 53).
EP from your homeland (10 GP) (1);
Weapon Proficiencies: Martial; Ink pen (1); Clothes, travelers
Simple (1); Chest (1); stone of good
GP
305 luck luckstone (1); immovable
rod (1); Lamp (1); Poor maps of (additional
Armor Proficiencies: Light; Medium;
Shields PP
your homeland (1); pipes of
haunting (1); Clothes, fine (1);
Pan Flute (1); Sealing wax (1);
features & traits
Language Proficiencies: Common;
Ink (1); cloak of protection (1);
gloves of thievery (1) on page 2)
Dwarvish; Elvish; Gnomish

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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29 5"8 167
AGE HEIGHT WEIGHT
Lucifer Serpico Yellow Fair Blonde
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Combat Inspiration. A creature can add your bardic inspiration to a damage


roll or to it's AC against an attack (see PHB 55).
-Cuentacuentos Fey Ancestry. Advantage on charmed saves and immune to sleep magic (see
errante PHB 39).

-Interesado en Font of Inspiration. Regain all uses of Bardic Inspiration at the end of a rest
(see PHB 54).
ocultismo arcano Jack of All Trades. +1 to ability checks that don't already include your
-Prefiere los proficiency bonus (see PHB 54).

paisajes abiertos Song of Rest. With a song, you and friendly creatures gain 1d6 additional
healing at the end of a short rest (see PHB 54).
-Disfruta del War Caster Feat. Adv. on CON saves for spell concentration; somatic
viento components with weapons or shield in hand; cast spell as opporunity attack
(see PHB 170).
-Vocea (dialecto
de su tierra ADDITIONAL FEATURES & TRAITS

lejana)

-All eyes on you:


Interest of
nobles, scholars
and merchants
(SCAG 149)
CHARACTER BACKSTORY TREASURE

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High Elf
Intelligence 11 +3
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 2 6
Booming Blade

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

2 3

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Bard
Charisma 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 2 6
Mending Dispel Magic
Thunderclap
True Strike

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Faerie Fire

Healing Word
4
Heroism
SPELLS KNOWN

2 3
Enthrall

Phantasmal Force
Suggestion
5
Warding Wind

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Page 1

Level-3 abjuration Level-2 enchantment Level-1 evocation


Dispel Magic Enthrall Faerie Fire
1 act. 120 ft V,S Inst 1 act. 60 ft V,S 1 min 1 act. 60 ft V Conc, 1 min
Choose one creature, object, or magical You weave a distracting string of words, Each object in a 20-foot cube within range is
effect within range. Any spell of 3rd level or causing creatures of your choice that you can outlined in blue, green, or violet light (your
lower on the target ends. For each spell of see within range and that can hear you to choice). Any creature in the area when the
4th level or higher on the target, make an make a Wisdom saving throw. Any creature spell is cast is also outlined in light if it fails a
ability check using your spellcasting ability. that can't be charmed succeeds on this Dexterity saving throw. For the duration,
The DC equals 10 + the spell's level. On a saving throw automatically, and if you or your objects and affected creatures shed dim light
successful check, the spell ends. At Higher companions are fighting a creature, it has in a 10-foot radius. Any attack roll against an
Levels. When you cast this spell using a spell advantage on the save. On a failed save, the affected creature or object has advantage if
slot of 4th level or higher, you automatically target has disadvantage on Wisdom the attacker can see it, and the affected
end the effects of a spell on the target if the (Perception) checks made to perceive any creature or object can't benefit from being
spell's level is equal to or less than the level creature other than you until the spell ends or invisible.
of the spell slot you used. until the target can no longer hear you. The
spell ends if you are incapacitated or can no
longer speak.

Bard DC 15 Mod +7 Bard DC 15 Mod +7 Bard DC 15 Mod +7

Level-1 evocation Level-1 enchantment Transmutation cantrip


Healing Word Heroism Mending
1 b.a. 60 ft V Inst 1 act. Touch V,S Conc, 1 min 1 min Touch V,S,M Inst
A creature of your choice that you can see A willing creature you touch is imbued with This spell repairs a single break or tear in an
within range regains hit points equal to 1d4 + bravery. Until the spell ends, the creature is object you touch, such as a broken chain link,
your spellcasting ability modifier. This spell immune to being frightened and gains two halves of a broken key, a torn cloak, or a
has no effect on undead or constructs. At temporary hit points equal to your leaking wineskin. As long as the break or tear
Higher Levels. When you cast this spell using spellcasting ability modifier at the start of is no larger than 1 foot in any dimension, you
a spell slot of 2nd level or higher, the healing each of its turns. When the spell ends, the mend it, leaving no trace of the former
increases by 1d4 for each slot level above target loses any remaining temporary hit damage. This spell can physically repair a
1st. points from this spell. At Higher Levels. When magic item or construct, but the spell can't
you cast this spell using a spell slot of 2nd restore magic to such an object.
level or higher, you can target one additional
creature for each slot level above 1st.

Bard DC 15 Mod +7 Bard DC 15 Mod +7 Bard DC 15 Mod +7

Level-2 illusion Level-2 enchantment Evocation cantrip


Phantasmal Force Suggestion Thunderclap
1 act. 60 ft V,S,M Conc, 1 min 1 act. 30 ft V,M Conc, 8 hrs 1 act. Self S Inst
(see PHB for more details) You suggest a course of activity (limited to a (see EE 22 for more details)
sentence or two) and magically influence a
creature you can see within range that can
hear and understand you. Creatures that
can't be charmed are immune to this effect.
The suggestion must be worded in such a
manner as to make the course of action
sound reasonable. Asking the creature to
stab itself, throw itself onto a spear, immolate
itself, or do some other obviously harmful act
ends the spell. The target must make a
Wisdom saving throw. On a failed save, it
pursues the course of action you described to
the best of its ability. The suggested course
of action can continue for the entire duration.
If the suggested activity can be completed in
a shorter time, the spell ends when the
subject finishes what it was asked to do. You
can also specify conditions that will trigger a
special activity during the duration. For
example, you might suggest that a knight give
Bard DC 15 Mod +7 Bard DC 15 Mod +7 Bard DC 15 Mod +7
Page 1 (reverse)

Suggestion (reverse)
her warhorse to the first beggar she meets. If
the condition isn't met before the spell
expires, the activity isn't performed. If you or
any of your companions damage the target,
the spell ends.
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Divination cantrip Level-2 evocation Evocation cantrip


True Strike Warding Wind Booming Blade
1 act. 30 ft S Conc, 1 rnd 1 act. Self V Conc, 10 mins 1 act. 5 ft V,M 1 rnd
You extend your hand and point a finger at a (see EE 23 for more details) (see SCAG 142 for more details)
target in range. Your magic grants you a brief
insight into the target's defenses. On your
next turn, you gain advantage on your first
attack roll against the target, provided that
this spell hasn't ended.

Bard DC 15 Mod +7 Bard DC 15 Mod +7 High Elf DC 11 Mod +3


Page 2 (reverse)

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