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Bard (1) Entertainer Garl

CLASS & LEVEL BACKGROUND PLAYER NAME


ROG LOG Goliath Chaotic Good 0
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH

17 +2 PROFICIENCY BONUS
11
ARMOR
CLASS
0
INITIATIVE
30
SPEED

+3 PERSONALITY TRAITS

Hit Point Maximum 10


+3 Strength
DEXTERITY ●
+2 Dexterity

10 +2 Constitution
-1 Intelligence
CURRENT HIT POINTS IDEALS

0 -1 Wisdom

+4 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

15 ●
+2 Acrobatics (Dex) Total 1d8 SUCCESSES

+2 -1 Animal Handling (Wis) FAILURES

-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE ●
+5 Athletics (Str)

8 ●
+4 Deception (Cha)
-1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

-1 Insight (Wis)
Rapier +5 1d8 + 3 piercing
-1

+4 Intimidation (Cha) Dagger +5 1d4 + 3 piercing

WISDOM ●
+1 Investigation (Int)
-1 Medicine (Wis)
8 -1 Nature (Int)
-1 Perception (Wis)
-1 ●
+4 Performance (Cha)

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

15 0
0
Sleight of Hand (Dex)
Stealth (Dex)
+2 -1 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

9 PASSIVE WISDOM (PERCEPTION)


CP Leather (1);
Waterskin (1);
SP
Tool Proficiencies: Bagpipes; Candle (5);
Disguise Kit; Drum; Horn; Shawm
EP
Disguise Kit (1);
Weapon Proficiencies: Crossbow, Viol (1); Bedroll
hand; Longsword; Rapier;
Shortsword; Simple GP
15 (1); Rations (1
day) (5);
Armor Proficiencies: Light PP
Costume (2);
Language Proficiencies: Common; Backpack (1);
Draconic; Giant
Bagpipes (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
ROG LOG
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
Dancing Lights
Message

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Disguise Self

Heroism
4
Illusory Script

Silent Image
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).

-----------Other Traits------------
By Popular Demand. You can always find a place to perform,
usually in an inn or tavern but possibly with a circus, at a
theater, or even in a noble’s court. At such a place, you receive
free lodging and food of a modest or comfortable standard
(depending on the quality of the establishment), as long as you
perform each night. In addition, your performance makes you
something of a local figure. When strangers recognize you in a
town where you have performed, they typically take a liking to
you.

Gladiator. .

Mountain born. You’re acclimated to high altitude, including


elevations above 20,000 feet. You’re also naturally adapted to
cold climates, as described in chapter 5 of the Dungeon
Master’s Guide.

Powerful build. You count as one size larger when determining


your carrying capacity and the weight you can push, drag, or lift.

Stones Endurance. You can focus yourself to occasionally


shrug off injury. When you take damage, you can use your
reaction to roll a d12. Add your Constitution modifier to the
number rolled, and reduce the damage by that total. After you
use this trait, you can’t use it again until you finish a short or
long rest.
Page 1

Evocation cantrip Level-1 illusion Level-1 enchantment


Dancing Lights Disguise Self Heroism
1 act. 120 ft V,S,M Conc, 1 min 1 act. Self V,S 1 hr 1 act. Touch V,S Conc, 1 min
You create up to four torch-sized lights within You make yourself—including your clothing, A willing creature you touch is imbued with
range, making them appear as torches, armor, weapons, and other belongings on bravery. Until the spell ends, the creature is
lanterns, or glowing orbs that hover in the air your person— look different until the spell immune to being frightened and gains
for the duration. You can also combine the ends or until you use your action to dismiss it. temporary hit points equal to your
four lights into one glowing vaguely You can seem 1 foot shorter or taller and can spellcasting ability modifier at the start of
humanoid form of Medium size. Whichever appear thin, fat, or in between. You can't each of its turns. When the spell ends, the
form you choose, each light sheds dim light in change your body type, so you must adopt a target loses any remaining temporary hit
a 10-foot radius. As a bonus action on your form that has the same basic arrangement of points from this spell. At Higher Levels. When
turn, you can move the lights up to 60 feet to a limbs. Otherwise, the extent of the illusion is you cast this spell using a spell slot of 2nd level
new spot within range. A light must be within up to you. The changes wrought by this spell or higher, you can target one additional
20 feet of another light created by this spell, fail to hold up to physical inspection. For creature for each slot level above 1st.
and a light winks out if it exceeds the spell's example, if you use this spell to add a hat to
range. your outfit, objects pass through the hat, and
anyone who touches it would feel nothing or
would feel your head and hair. If you use this
spell to appear thinner than you are, the hand
of someone who reaches out to touch you
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 on
Bard DC 12 Mod +4 Bard DC 12 Mod +4 Bard DC 12 Mod +4

Level-1 illusion Transmutation cantrip Level-1 illusion


Illusory Script Message Silent Image
1 min Touch S,M 10 days 1 act. 120 ft V,S,M 1 rnd 1 act. 60 ft V,S,M Conc, 10 mins
You write on parchment, paper, or some other You point your finger toward a creature You create the image of an object, a creature,
suitable writing material and imbue it with a within range and whisper a message. The or some other visible phenomenon that is no
potent illusion that lasts for the duration. To target (and only the target) hears the message larger than a 15-foot cube. The image appears
you and any creatures you designate when you and can reply in a whisper that only you can at a spot within range and lasts for the
cast the spell, the writing appears normal, hear. You can cast this spell through solid duration. The image is purely visual; it isn't
written in your hand, and conveys whatever objects if you are familiar with the target and accompanied by sound, smell, or other
meaning you intended when you wrote the know it is beyond the barrier. Magical silence, sensory effects. You can use your action to
text. To all others, the writing appears as if it 1 foot of stone, 1 inch of common metal, a thin cause the image to move to any spot within
were written in an unknown or magical script sheet of lead, or 3 feet of wood blocks the spell. range. As the image changes location, you can
that is unintelligible. Alternatively, you can The spell doesn't have to follow a straight line alter its appearance so that its movements
cause the writing to appear to be an entirely and can travel freely around corners or appear natural for the image. For example, if
different message, written in a different hand through openings. you create an image of a creature and move it,
and language, though the language must be you can alter the image so that it appears to be
one you know. Should the spell be dispelled, walking. Physical interaction with the image
the original script and the illusion both reveals it to be an illusion, because things can
disappear. A creature with truesight can read pass through it. A creature that uses its action
the hidden message. to examine the image can determine that it is
an illusion with a successful Intelligence
(Investigation) check against your spell save
DC. If a creature discerns the illusion for what
it is, the creature can see through the image.
Bard DC 12 Mod +4 Bard DC 12 Mod +4 Bard DC 12 Mod +4
Page 1 (reverse)

Disguise Self (reverse)


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

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