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Fighter (5) / Bard (3) Far Traveler

CLASS & LEVEL BACKGROUND PLAYER NAME

Genasi/Air Genasi Chaotic Neutral


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
18 +4 30
8 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

-1 PERSONALITY TRAITS

Hit Point Maximum 81



+2 Strength
DEXTERITY
+3 Dexterity

16 ●
+7 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS

+3 +2 Wisdom
+4 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

18 ●
+6 Acrobatics (Dex) Total 5d10 / 3d8 SUCCESSES

+4 +3 Animal Handling (Wis) FAILURES

+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
0 Athletics (Str)

11 +5 Deception (Cha)
+1 History (Int)
NAME

Quarterstaff
ATK BONUS DAMAGE/TYPE

+2 1d6 - 1 bludgeoning Number of Attacks: 2


0 ●
+5 Insight (Wis)
+5 Intimidation (Cha) Handaxe +2 1d6 - 1 slashing ----------Bonus Actions----------
WISDOM +1 Investigation (Int) Bardic Inspiration. Inspire
Whip +6 1d4 + 3 slashing
+3 Medicine (Wis)
another creature with a 1d6
14 +1 Nature (Int)
that it can, within the next 10
min., add to a d20 roll (use 4

+8 Perception (Wis)
+2 times/long rest, see PHB 53).

+10 Performance (Cha)

CHARISMA +5 Persuasion (Cha) Second Wind. Regain 1d10 +


+1 Religion (Int) 5 HPs (use once/rest, see
18 +4 Sleight of Hand (Dex)
+4 Stealth (Dex)
PHB 72).
+4 ●
+5 Survival (Wis)
Summon Bonded Weapon. If
on the same plane of
SKILLS ATTACKS & SPELLCASTING
existence, instantly teleport a
bonded weapon into your
18 PASSIVE WISDOM (PERCEPTION)
CP
Pouch (1); Piton (10); hand (see PHB 75).
Waterskin (1); Shield (1);
Rations (1 day) (10); ---------------Actions--------------
Tool Proficiencies: Horn; Pan
SP Rope, hempen (1); Piece Action Surge. Take an extra
of jewelry from your
Flute homeland (10 GP) (1); action (use once/rest, see
EP
Tinderbox (1); Clothes, PHB 72).
Weapon Proficiencies: Martial; traveler’s (1); Hammer
Simple (1); Breastplate (1); Poor (additional features & traits on
GP
5 maps of your homeland page 2)
Armor Proficiencies: Heavy; (1); Backpack (1); Pan
PP
Light; Medium; Shields Flute (1); Crowbar (1);
Chain mail (1); Torch (10)
Language Proficiencies:
Common; Infernal; Primordial
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

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

All Eyes on You. Interest of scholars, nobles, and merchants (see SCAG 149).

Combat Inspiration. A creature can add your bardic inspiration to a damage roll or to
it's AC against an attack (see PHB 55).

Dueling Fighting Style. When you are wielding a melee weapon in one hand and no
other weapons, you gain a +2 bonus to damage rolls with that weapon. (see PHB 72).

Jack of All Trades. +1 to ability checks that don't already include your proficiency bonus
(see PHB 54).

Mingle with the Wind. Cast levitate without material components (use once/long rest,
see EE 9).

Song of Rest. With a song, you and friendly creatures gain 1d6 additional healing at
the end of a short rest (see PHB 54).

Unending Breath. Hold breath indefinitely (see EE 9).

Weapon Bond. Bond with up to two weapons (see Summon Bonded Weapon) (see
PHB 75).

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Eldritch Knight
Intelligence 11 +3
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Lightning Lure
Sword Burst

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Absorb Elements

Chromatic Orb
4
Ice Knife

Shield
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 6
Message
Minor Illusion

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Cure Wounds

Disguise Self
4
SPELLS KNOWN

2 3
Enthrall

Invisibility
See Invisibility
5
Zone of Truth

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

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

2 3
Levitate (once/long rest)

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Page 1

Level-2 transmutation Level-1 evocation Level-1 illusion


Levitate Cure Wounds Disguise Self
1 act. 60 ft V,S,M Conc, 10 mins 1 act. Touch V,S Inst 1 act. Self V,S 1 hr
One creature or object of your choice that you A creature you touch regains a number of hit You make yourself—including your clothing,
can see within range rises vertically, up to 20 points equal to 1d8 + your spellcasting ability armor, weapons, and other belongings on
feet, and remains suspended there for the modifier. This spell has no effect on undead your person— look different until the spell
duration. The spell can levitate a target that or constructs. At Higher Levels. When you ends or until you use your action to dismiss it.
weighs up to 500 pounds. An unwilling cast this spell using a spell slot of 2nd level or You can seem 1 foot shorter or taller and can
creature that succeeds on a Constitution higher, the healing increases by 1d8 for each appear thin, fat, or in between. You can't
saving throw is unaffected. The target can slot level above 1st. change your body type, so you must adopt a
move only by pushing or pulling against a form that has the same basic arrangement of
fixed object or surface within reach (such as a limbs. Otherwise, the extent of the illusion is
wall or a ceiling), which allows it to move as if up to you. The changes wrought by this spell
it were climbing. You can change the target's fail to hold up to physical inspection. For
altitude by up to 20 feet in either direction on example, if you use this spell to add a hat to
your turn. If you are the target, you can move your outfit, objects pass through the hat, and
up or down as part of your move. Otherwise, anyone who touches it would feel nothing or
you can use your action to move the target, would feel your head and hair. If you use this
which must remain within the spell's range. spell to appear thinner than you are, the hand
When the spell ends, the target floats gently of someone who reaches out to touch you
to the ground if it is still aloft. would bump into you while it was seemingly
still in midair. To discern that you are
disguised, a creature can use its action to
inspect your appearance and must succeed
Air Genasi DC 15 Mod +7 Bard DC 15 Mod +7 Bard DC 15 Mod +7

Level-2 enchantment Level-2 illusion Transmutation cantrip


Enthrall Invisibility Message
1 act. 60 ft V,S 1 min 1 act. Touch V,S,M Conc, 1 hr 1 act. 120 ft V,S,M 1 rnd
You weave a distracting string of words, A creature you touch becomes invisible until You point your finger toward a creature within
causing creatures of your choice that you can the spell ends. Anything the target is wearing range and whisper a message. The target
see within range and that can hear you to or carrying is invisible as long as it is on the (and only the target) hears the message and
make a Wisdom saving throw. Any creature target's person. The spell ends for a target can reply in a whisper that only you can hear.
that can't be charmed succeeds on this that attacks or casts a spell. At Higher Levels. You can cast this spell through solid objects if
saving throw automatically, and if you or your When you cast this spell using a spell slot of you are familiar with the target and know it is
companions are fighting a creature, it has 3rd level or higher, you can target one beyond the barrier. Magical silence, 1 foot of
advantage on the save. On a failed save, the additional creature for each slot level above stone, 1 inch of common metal, a thin sheet
target has disadvantage on Wisdom 2nd. of lead, or 3 feet of wood blocks the spell.
(Perception) checks made to perceive any The spell doesn't have to follow a straight line
creature other than you until the spell ends or and can travel freely around corners or
until the target can no longer hear you. The through openings.
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

Illusion cantrip Level-2 divination Level-2 enchantment


Minor Illusion See Invisibility Zone of Truth
1 act. 30 ft S,M 1 min 1 act. Self V,S,M 1 hr 1 act. 60 ft V,S 10 mins
You create a sound or an image of an object For the duration, you see invisible creatures You create a magical zone that guards
within range that lasts for the duration. The and objects as if they were visible, and you against deception in a 15-foot-radius sphere
illusion also ends if you dismiss it as an can see into the Ethereal Plane. Ethereal centered on a point of your choice within
action or cast this spell again. If you create a creatures and objects appear ghostly and range. Until the spell ends, a creature that
sound, its volume can range from a whisper translucent. enters the spell's area for the first time on a
to a scream. It can be your voice, someone turn or starts its turn there must make a
else's voice, a lion's roar, a beating of drums, Charisma saving throw. On a failed save, a
or any other sound you choose. The sound creature can't speak a deliberate lie while in
continues unabated throughout the duration, the radius. You know whether each creature
or you can make discrete sounds at different succeeds or fails on its saving throw. An
times before the spell ends. If you create an affected creature is aware of the spell and
image of an object—such as a chair, muddy can thus avoid answering questions to which
footprints, or a small chest—it must be no it would normally respond with a lie. Such a
larger than a 5-foot cube. The image can't creature can be evasive in its answers as
create sound, light, smell, or any other long as it remains within the boundaries of
sensory effect. Physical interaction with the the truth.
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 15 Mod +7 Bard DC 15 Mod +7 Bard DC 15 Mod +7
Page 1 (reverse)

Disguise Self (reverse)


on an Intelligence (Investigation) check
against your spell save DC.

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.
Page 2

Level-1 abjuration Level-1 evocation Level-1 conjuration


Absorb Elements Chromatic Orb Ice Knife
1 react. Self S 1 rnd 1 act. 90 ft V,S,M Inst 1 act. 60 ft S,M Inst
Until the start of your next turn, you have Ranged spell attack with an orb, causing 3d8 (see EE 19 for more details)
resistance to the triggering damage and your of your choice of acid, cold, fire, lighting,
first melee attack hit next turn deals 1d6 of poison, or thunder damage on successful hit.
the same type of damage. The damage (see PHB 221 for more details)
increases by 1d6 per additional level spell
slot. (see EE 15 for more details)

Eldritch Knight DC 11 Mod +3 Eldritch Knight DC 11 Mod +3 Eldritch Knight DC 11 Mod +3

Evocation cantrip Level-1 abjuration Conjuration cantrip


Lightning Lure Shield Sword Burst
1 act. 15 ft V Inst 1 react. Self V,S 1 rnd 1 act. 5 ft V Inst
(see SCAG 143 for more details) An invisible barrier of magical force appears (see SCAG 143 for more details)
and protects you. Until the start of your next
turn, you have a +5 bonus to AC, including
against the triggering attack, and you take no
damage from magic missile.

Eldritch Knight DC 11 Mod +3 Eldritch Knight DC 11 Mod +3 Eldritch Knight DC 11 Mod +3


Page 2 (reverse)

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