Qhaiakkee Aarakocra Bard Fighter

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Bard [College of Lore] (4) / Fighter (2) Outlander

CLASS & LEVEL BACKGROUND PLAYER NAME


Qhaiakkee
Aarakocra Neutral 14000
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 +4 25
+1 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

12 PERSONALITY TRAITS

Hit Point Maximum 33


+1 Strength
DEXTERITY ● +6 Dexterity

+3 0 Constitution
Intelligence
CURRENT HIT POINTS IDEALS
0
16 +2 Wisdom
● +6 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
0
● +6 Acrobatics (Dex) SUCCESSES
4x(1d8+0)
10 ● +5 Animal Handling (Wis) 2x(1d10+0) FAILURES

+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE ● +4 Athletics (Str)

0 +4 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

Dagger +6 1d4+3 piercing Backpack


10 +3 Insight (Wis)
Bedroll
+4 Intimidation (Cha) Shortbow +8 1d6+3 piercing
Candle x5
WISDOM +1 Investigation (Int)
● +5 Medicine (Wis)
Unarmed +4 1d4+1 slashing Costume x2
+2 +1 Nature (Int)
Disguise Kit
Number of Attacks: 1 Leather
● +5 Perception (Wis)
14 Harmonica / Thieves tool
● +9 Performance (Cha)
+4 Persuasion (Cha)
Rations (1 day) x5
CHARISMA
+1 Religion (Int)
Waterskin
+3 +4 Sleight of Hand (Dex)
● +9 Stealth (Dex)
16 ● +5 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

15 PASSIVE WISDOM (PERCEPTION)


CP

SP
Tool Proficiencies: Flute; Lute; Lyre;
Harmonica
EP

Weapon Proficiencies: Martial; Simple


GP
Armor Proficiencies: Light; Medium;
Shields
PP

Language Proficiencies: Common;


Sylvan, Aarakocra, Auran

OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
10
AGE HEIGHT WEIGHT
Qhaiakkee
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 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Message
Minor Illusion
Prestidigitation

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Feather Fall

Sleep
4
Thunderwave
SPELLS KNOWN

2 3
Blindness/Deafness

Enhance Ability

Invisibility
5
Zone of Truth

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 3 times/long rest).

Second Wind. Regain 1d10 +2 HPs (use once/rest).

---------------Actions--------------
Action Surge. Take an extra action (use once/rest).

-------------Reactions-------------
Cutting Words. Expend a use of Bardic Inspiration to subtract 1d6 from an attack, ability, or damage roll
made by a creature within 60 ft.

-----------Other Traits------------
Archery Fighting Style. You gain a +2 bonus to attack rolls you make with ranged weapons.

Jack of All Trades. +1 to ability checks that don't already include your proficiency bonus.

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

-------------Racial-----------------
Flight. You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.

Talons. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
Page 1

Blindness/Deafness Enhance Ability Feather Fall


Bard Level 2 Necromancy DC 14 Spell Mod +6 Bard Level 2 Transmutation DC 14 Spell Mod +6 Bard Level 1 Transmutation DC 14 Spell Mod +6
1 Act. 30 ft V 1 min 1 Act. Touch V,S,M Conc, 1 hr. 1 reAct. 60 ft V,M 1 min
Fur or a feather from a beast A small feather or piece of down

You can blind or deafen a foe. Choose one You touch a creature and bestow upon it a Choose up to five falling creatures within
creature that you can see within range to make magical enhancement. Choose one of the range. A falling creature's rate of descent
a Constitution saving throw. If it fails, the following effects; the target gains that effect slows to 60 feet per round until the spell ends.
target is either blinded or deafened (your until the spell ends. Bear's Endurance. The If the creature lands before the spell ends, it
choice) for the duration. At the end of each of target has advantage on Constitution checks. takes no falling damage and can land on its
its turns, the target can make a Constitution It also gains 2d6 temporary hit points, which feet, and the spell ends for that creature.
saving throw. On a success, the spell ends. At are lost when the spell ends. Bull's Strength.
Higher Levels. When you cast this spell using a The target has advantage on Strength checks,
spell slot of 3rd level or higher, you can target and his or her carrying capacity doubles. Cat's
one additional creature for each slot level Grace. The target has advantage on Dexterity
above 2nd. checks. It also doesn't take damage from
falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor. The target has advantage on
Charisma checks. Fox's Cunning. The target
has advantage on Intelligence checks. Owl's
Wisdom. The target has advantage on Wisdom
checks. At Higher Levels. When you cast this
spell using a spell slot of 3rd level or higher,
you can target one additional creature for each

Invisibility Message Minor Illusion


Bard Level 2 Illusion DC 14 Spell Mod +6 Bard - Transmutation cantrip DC 14 Spell Mod +6 Bard - Illusion cantrip DC 14 Spell Mod +6
1 Act. Touch V,S,M Conc, 1 hr 1 Act. 120 ft V,S,M 1 Rnd 1 Act. 30 ft S,M 1 min
An eyelash encased in gum arabic A short piece of copper wire A bit of fleece

A creature you touch becomes invisible until You point your finger toward a creature You create a sound or an image of an object
the spell ends. Anything the target is wearing within range and whisper a message. The within range that lasts for the duration. The
or carrying is invisible as long as it is on the target (and only the target) hears the message illusion also ends if you dismiss it as an action
target's person. The spell ends for a target that and can reply in a whisper that only you can or cast this spell again. If you create a sound,
attacks or casts a spell. At Higher Levels. hear. You can cast this spell through solid its volume can range from a whisper to a
When you cast this spell using a spell slot of objects if you are familiar with the target and scream. It can be your voice, someone else's
3rd level or higher, you can target one know it is beyond the barrier. Magical silence, voice, a lion's roar, a beating of drums, or any
additional creature for each slot level above 1 foot of stone, 1 inch of common metal, a thin other sound you choose. The sound continues
2nd. sheet of lead, or 3 feet of wood blocks the spell. unabated throughout the duration, or you can
The spell doesn't have to follow a straight line make discrete sounds at different times before
and can travel freely around corners or the spell ends. If you create an image of an
through openings. object—such as a chair, muddy footprints, or a
small chest—it must be no larger than a 5-foot
cube. The image can't create sound, light,
smell, or any other sensory effect. Physical
interaction with the 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

Prestidigitation Sleep Thunderwave


Bard - Transmutation cantrip DC 14 Spell Mod +6 Bard Level 1 Enchantment DC 14 Spell Mod +6 Bard Level 1 Evocation DC 14 Spell Mod +6
1 Act. 10 ft V,S Up to 1 hr 1 Act. 90 ft V,S,M 1 min 1 Act. Self V,S Inst
A pinch of fine sand, rose petals, or a cricket

This spell is a minor magical trick that novice This spell sends creatures into a magical A wave of thunderous force sweeps out from
spellcasters use for practice. You create one of slumber. Roll 5d8; the total is how many hit you. Each creature in a 15-foot cube
the following magical effects within range: • points of creatures this spell can affect. originating from you must make a
You create an instantaneous, harmless Creatures within 20 feet of a point you choose Constitution saving throw. On a failed save, a
sensory effect, such as a shower of sparks, a within range are affected in ascending order of creature takes 2d8 thunder damage and is
puff of wind, faint musical notes, or an odd their current hit points (ignoring unconscious pushed 10 feet away from you. On a successful
odor. • You instantaneously light or snuff out a creatures). Starting with the creature that has save, the creature takes half as much damage
candle, a torch, or a small campfire. • You the lowest current hit points, each creature and isn't pushed. In addition, unsecured
instantaneously clean or soil an object no affected by this spell falls unconscious until objects that are completely within the area of
larger than 1 cubic foot. • You chill, warm, or the spell ends, the sleeper takes damage, or effect are automatically pushed 10 feet away
flavor up to 1 cubic foot of nonliving material someone uses an action to shake or slap the from you by the spell's effect, and the spell
for 1 hour. • You make a color, a small mark, or sleeper awake. Subtract each creature's hit emits a thunderous boom audible out to 300
a symbol appear on an object or a surface for 1 points from the total before moving on to the feet. At Higher Levels. When you cast this
hour. • You create a nonmagical trinket or an creature with the next lowest hit points. A spell using a spell slot of 2nd level or higher,
illusory image that can fit in your hand and creature's hit points must be equal to or less the damage increases by 1d8 for each slot level
that lasts until the end of your next turn. If than the remaining total for that creature to be above 1st.
you cast this spell multiple times, you can affected. Undead and creatures immune to
have up to three of its non-instantaneous being charmed aren't affected by this spell. At
effects active at a time, and you can dismiss Higher Levels. When you cast this spell using a
Page 1 (reverse)

Enhance Ability (reverse)


slot level above 2nd.

Minor Illusion (reverse)


an illusion with a successful Intelligence
(Investigation) check against your spell save
DC. If a creature discerns the illusion for what
it is, the illusion becomes faint to the creature.

Sleep (reverse) Prestidigitation (reverse)


spell slot of 2nd level or higher, roll an such an effect as an action.
additional 2d8 for each slot level above 1st.
Page 2

Zone of Truth
Bard Level 2 Enchantment DC 14 Spell Mod +6
1 Act. 60 ft V,S 10 mins

You create a magical zone that guards against


deception in a 15-foot-radius sphere centered
on a point of your choice within range. Until
the spell ends, a creature that enters the spell's
area for the first time on a turn or starts its
turn there must make a Charisma saving
throw. On a failed save, a creature can't speak
a deliberate lie while in the radius. You know
whether each creature succeeds or fails on its
saving throw. An affected creature is aware of
the spell and can thus avoid answering
questions to which it would normally respond
with a lie. Such a creature can be evasive in its
answers as long as it remains within the
boundaries of the truth.
Page 2 (reverse)

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