Professional Documents
Culture Documents
D&D Level 3 Bard With Turkish Background
D&D Level 3 Bard With Turkish Background
D&D Level 3 Bard With Turkish Background
STEALTH DISADVANTAGE
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
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
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
0 0 0 0 0
49 lb / 120 lb 240 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +5 13 N/A
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
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
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.