D&D Level 3 Bard With Turkish Background

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Level 3 Half-Elf Bard, College of Lore 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Bard
Entertainer Aziz Sinan
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Leather 14 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
8
SHIELD
AC
Bardic Inspiration (Bonus Action—3/Long Rest).
N
CIE C
Inspire one creature other than yourself within 60
-1 Strength feet of you who can hear you. It gains one Bardic
Y
PROFI

-1 Inspiration die, a d6.Once within the next 10


✘ +5 Dexterity
minutes, the creature can roll the die and add the
+2 Constitution ARMOR CLASS number rolled to one ability check, attack roll, or
DEXTERITY
+1 Intelligence
saving throw it makes.
MAXIMUM HIT DICE TEMPORARY

16 ✘
+0 Wisdom

+5 Charisma
24 3d8 Song of Rest. You or any friendly creatures who can
hear your performance regain hp at the end of the
CONDITIONAL
short rest by spending one or more Hit Dice, each of
those creatures regains an extra 1d6 hit points.
+3
Cutting Words (Reaction). When a creature that
CURRENT HIT POINTS you can see within 60 feet of you makes an attack
CONSTITUTION DEATH SAVING THROWS
roll, an ability check, or a damage roll, you can use
SAVING THROWS
your reaction to expend one of your uses of Bardic
14 N
CIE C

✘✘ +7 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Inspiration, rolling a Bardic Inspiration die and
subtracting the number rolled from the creature’s
Y
PROFI

RT

EX E
P

VISION INSPIRATION EXHAUSTION roll. You can choose to use this feature after the
+1 Animal Handling (Wis)
creature makes its roll, but before the GM
+2 ✘ +3 Arcana (Int) Darkvision determines whether the attack roll or ability check
succeeds or fails, or before the creature deals its
+0 Athletics (Str)
damage. The creature is immune if it can’t hear you
INTELLIGENCE ✘ +5 Deception (Cha) or if it’s immune to being charmed.

12 ✘ +3 History (Int)
+1 Insight (Wis)
✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+1 +2 Investigation (Int)
+1 Medicine (Wis) Fey Ancestry. You have advantage on saving
WISDOM
throws against being charmed, and magic can’t
+2 Nature (Int) put you to sleep.

10 ✘


+2 Perception (Wis)
+5 Performance (Cha)
✘✘ +7 Persuasion (Cha)
+0 +2 Religion (Int)
+4 Sleight of Hand (Dex)
CHARISMA ✘ +5 Stealth (Dex)

16 +1 Survival (Wis)
SKILLS

+3 12 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +4 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Rapier 5 ft +5 vs AC 1d8+3 piercing
Finesse
FEATURES & TRAITS
Dagger 20/60 +5 vs AC 1d4+3 piercing
Finesse, Light, Thrown
Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons, Crossbow,


Hand, Longsword, Rapier, Shortsword

Tool Proficiencies. Lute, Flute, Pan flute, Disguise


kit, Horn

Languages. Common, Elvish, Abyssal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'9" 110 lb.
GENDER AGE HEIGHT WEIGHT
Bard
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics
can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or
captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art
is your life.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

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.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Rapier] 1 2
[Leather] 1 10
Dagger 1 1
Lute 1 2
Backpack 1 5
Bedroll 1 7
Clothes, Costume 2 4
Candle 5 —
Rations (1 day) 5 10
Waterskin 1 5
Disguise Kit 1 3

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

49 lb / 120 lb 240 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +5 13 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Bard, College of Lore

CANTRIPS Mage Hand Mending

1ST LEVEL 4 SPELL SLOTS Bane Charm Person


Faerie Fire Sleep Tasha’s Hideous Laughter

2ND LEVEL 2 SPELL SLOTS Silence


Mage Hand Mending Bane
Conjuration Cantrip Transmutation Cantrip 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 minute CASTING TIME 1 action


RANGE 30 feet RANGE Touch RANGE 30 feet
DURATION 1 minute DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S, M (two lodestones) COMPONENTS V, S, M (a drop of blood)

A spectral, floating hand appears at a point you choose within range. This spell repairs a single break or tear in an object you touch, such as Up to three creatures of your choice that you can see within range
The hand lasts for the duration or until you dismiss it as an action. broken chain link, two halves of a broken key, a torn cloak, or a must make Charisma saving throws. Whenever a target that fails this
The hand vanishes if it is ever more than 30 feet away from you or if leaking wineskin. As long as the break or tear is no larger than 1 foot saving throw makes an attack roll or a saving throw before the spell
you cast this spell again. in any dimension, you mend it, leaving no trace of the former ends, the target must roll a d4 and subtract the number rolled from
You can use your action to control the hand. You can use the hand damage. the attack roll or saving throw.
to manipulate an object, open an unlocked door or container, stow or This spell can physically repair a magic item or construct, but the At Higher Levels. When you cast this spell using a spell slot of 2nd
retrieve an item from an open container, or pour the contents out of spell can’t restore magic to such an object. level or higher, you can target one additional creature for each slot
a vial. You can move the hand up to 30 feet each time you use it. level above 1st.
The hand can’t attack, activate magic items, or carry more than 10
pounds.

Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook

Charm Person Faerie Fire Sleep


1st-level enchantment 1st-level evocation 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE 60 feet RANGE 90 feet
DURATION 1 hour DURATION Concentration, up to 1 minute DURATION 1 minute
COMPONENTS V, S COMPONENTS V COMPONENTS V, S, M (a pinch of fine sand, rose petals, or a cricket)

You attempt to charm a humanoid you can see within range. It must Each object in a 20-foot cube within range is outlined in blue, green, This spell sends creatures into a magical slumber. Roll 5d8, the total
make a Wisdom saving throw, and does so with advantage if you or or violet light (your choice). Any creature in the area when the spell is is how many hit points of creatures this spell can affect. Creatures
your companions are fighting it. If it fails the saving throw, it is cast is also outlined in light if it fails a Dexterity saving throw. For the within 20 feet of a point you choose within range are affected in
charmed by you until the spell ends or until you or your companions duration, objects and affected creatures shed dim light in a 10-foot ascending order of their current hit points (ignoring unconscious
do anything harmful to it. The charmed creature regards you as a radius. creatures).
friendly acquaintance. When the spell ends, the creature knows it Any attack roll against an affected creature or object has advantage Starting with the creature that has the lowest current hit points,
was charmed by you. if the attacker can see it, and the affected creature or object can’t each creature affected by this spell falls unconscious until the spell
At Higher Levels. When you cast this spell using a spell slot of 2nd benefit from being invisible. ends, the sleeper takes damage, or someone uses an action to shake
level or higher, you can target one additional creature for each slot or slap the sleeper awake. Subtract each creature’s hit points from
level above 1st. The creatures must be within 30 feet of each other the total before moving on to the creature with the next lowest hit
when you target them. points. A creature’s hit points must be equal to or less than the
remaining total for that creature to be 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.

Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook

Tasha’s Hideous Laughter Silence


1st-level enchantment 2nd-level illusion (ritual)

CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE 120 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 10 minutes
COMPONENTS V, S, M (tiny tarts and a feather that is waved in the air) COMPONENTS V, S

A creature of your choice that you can see within range perceives For the duration, no sound can be created within or pass through a
everything as hilariously funny and falls into fits of laughter if this 20-foot-radius sphere centered on a point you choose within range.
spell affects it. The target must succeed on a Wisdom saving throw or Any creature or object entirely inside the sphere is immune to
fall prone, becoming incapacitated and unable to stand up for the thunder damage, and creatures are deafened while entirely inside it.
duration. A creature with an Intelligence score of 4 or less isn’t Casting a spell that includes a verbal component is impossible there.
affected.
At the end of each of its turns, and each time it takes damage, the
target can make another Wisdom saving throw. The target has
advantage on the saving throw if it’s triggered by damage. On a
success, the spell ends.

Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook

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