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Name: Simonel Player:


8 Class: Bard (College of Glamour) 7, Blood Hunter 1
Experience: 34,000 Add: Next level: 48,000
Background: Entertainer
LEVEL Race: Elf, Astral Size: Medium Height: Weight:
Gender: Hair: Eyes: Skin:
Age: Alignment: Faith:

Skills
Abilities ADV
DIS BONUS NAME (ABILITY) PROF. EXP.
Hide 2nd DC
+6 Acrobatics (DEX)
ABILITY MODIFIER SAVING THROW PROF.
BONUS Ability Save DC +3 Animal Handling (WIS)
+3
STR +1 +1
PROFICIENCY PROFICIENCY +2 Arcana (INT)

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12 BONUS + BONUS +
STRENGTH
8+
Int
12 8+
Cha
16 +2 Athletics (STR)

16 DEX +3 +6 Senses +6 Deception (CHA)


DEXTERITY
Proficiency +2 History (INT)
15 Passive Perception
15 CON +2 +2 Darkvision 60 ft
Bonus +5 Insight (WIS)

CONSTITUTION +8 Intimidation (CHA)


INSPIRATION +2 Investigation (INT)
12 INT +1 +1
INTELLIGENCE Limited Features SR LR Dawn +3 Medicine (WIS)
+2 Nature (INT)
14 WIS +2 +2
FEATURE MAX. USAGES RECOVERY USED

WISDOM Radiant Soul 1 SR +5 Perception (WIS)

Bardic Inspiration (d8) 5 SR +11 Performance (CHA)


20 CHA +5 +8
CHARISMA
Enthralling Performance 1 SR +11 Persuasion (CHA)
Mantle of Majesty 1 LR +2 Religion (INT)
Blood Maledict (1 curse known) 1 SR +4 Sleight of Hand (DEX)
Saving Throw Advantages / Disadvantages +6 Stealth (DEX)
Magic can't put me to sleep; Adv. on saves vs. charmed
+3 Survival (WIS)

Tool
SPEED
DEX MISC. SPEED ENCUMBERED
Combat +4 Initiative 3 + 30 ft 20 ft
Defense Health

AC DURING REST Set Max HP WOUNDS


ARMOR
11 BONUS Leather
+
SHIELD TEMPORARY HP
14 +
BONUS
RESISTANCE
CURRENT

AC 3 DEXTERITY
MOD
MEDIUM ARMOR (MAX = 2)
HEAVY ARMOR (MOD = 0)
STEALTH
DISADV.
HP 82 Heal
+
DIE LIVE
MAGIC
+
MAX HIT POINTS 1 × d10 + 2 I DC10 I
MISC
MOD 1 7 × d8 + 2 II II
+ RECOVER HALF OF YOUR MAXIMUM HIT III III
MISC HALF DAMAGE × +
MOD 2 HIT DICE AFTER A LONG REST. DICE
LEVEL DIE CON USED DEATH SAVING THROWS
Attacks PER
ATTACKS
ACTION 1 Actions
WEAPON / DESCRIPTION PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE MAXIMUM OF 1 ACTION, 1 BONUS ACTION, AND 1 REACTION PER TURN.
Rapier ✔ Dex Melee +6 1d8+3 Piercing Attack / Cast a Spell
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Finesse Dash / Disengage / Dodge

Dagger ✔ Dex Melee, 20/60 ft +6 1d4+3 Piercing Escape Grapple / Help / Hide
Finesse, light, thrown Ready / Search / Use Object
Overrun / Tumble (or as bonus action)
As 1 attack: Disarm / Grapple / Shove
Countercharm
BONUS ACTIONS REACTIONS USED THIS ROUND

Bardic Inspiration Opportunity Attack


Mantle of Inspiration Blood Curse of the Fallen Puppet
Mantle of Majesty
TYPE TOTAL TYPE TOTAL

Reload AMMUNITION Reload AMMUNITION


Add Features

Features Background
PERSONALITY TRAITS
Racial Traits
Astral Elf
• Radiant Soul: Once per short rest when I succeed on a death save, I can regain HP
equal to my proficiency bonus + my Int, Wis, or Cha mod (choose when selecting this IDEAL
race).
• Trance: I don't need to sleep, and magic can't put me to sleep. I can finish a long rest in
4 hours if I spend those hours in a trancelike meditation, during which I remain
BOND
conscious.
• Trance Proficiencies. Whenever I finish a long rest using Trance, I gain two
ClasseachFeatures
Choose Feature
proficiencies, one with a weapon or a tool of my choice. They last until I finish my
next long rest. FLAW
Bard (College of Glamour), level 7:
◆ Bardic Inspiration (Bard 1, PHB 53) [d8, Charisma modifier per short rest]
As a bonus action, I give a creature in 60 ft that can hear me an inspiration die (max 1)
For 10 min, the recipient can add it to one ability check, attack roll, or saving throw
This addition can be done after seeing the d20 roll, but before knowing the outcome Feats
◆ Spellcasting (Bard 1, PHB 52) [3 cantrips & 10 spells known]
I can cast bard cantrips/spells that I know, using Charisma as my spellcasting ability
I can use a musical instrument as a spellcasting focus for my bard spells FEAT:
I can cast my known bard spells as rituals if they have the ritual tag
◆ Jack of All Trades (Bard 2, PHB 54)
I can add half my proficiency bonus to any ability check that doesn't already include it
◆ Song of Rest (Bard 2, PHB 54) [d6]
FEAT:
Those that use HD and can hear my performance during a short rest get extra healing
◆ Expertise (Bard 3, PHB 54) [with 2 skills]
I gain expertise with two skills I am proficient with; two more at 10th level
◆ Enthralling Performance (College of Glamour 3, XGtE 14) [1× per short rest]
By performing for at least 1 minute, I can charm humanoids within 60 ft of me
FEAT:
After the performance, my Cha mod (min 1) number of targets must make a Wis save
On a fail, a target is charmed for 1 hour; If success, it doesn't knows I tried to charm it
While charmed, the target idolizes me, hinders those opposing me, and avoids violence
This lasts until a target takes damage, I attack it, or if it sees me attacking its allies
◆ Mantle of Inspiration (College of Glamour 3, XGtE 14) [1 inspiration die; 8 temp HP] FEAT:
As a bonus action, I expend one Bardic Inspiration die to aid those within 60 ft of me
My Cha mod (min 1) of creatures that I can see and can see me gain temporary HP
They can immediately use a reaction to move their speed, without opportunity attacks
◆ Font of Inspiration (Bard 5, PHB 54)
I can now also recover my expended Bardic Inspiration uses after a short rest Add Equipment
◆ Countercharm (Bard 6, PHB 54)
As an action, I can do a performance that lasts until the end of my next turn
Equipment
While it lasts, any friend in earshot & 30 ft has adv. on saves vs. frightened/charmed A G LBS A G LBS
◆ Mantle of Majesty (College of Glamour 6, XGtE 14) [1× per long rest] Chest, with: 25 Costume 4
As a bonus action, I appear unearthly beautiful while I concentrate, up to 1 minute - Map or scroll case 2 1 Favor of an admirer
At the same time, and as a bonus action during, I can cast Command without a spell - Fine clothes 6 Belt pouch (with coins) 1
slot - Ink, 1 ounce bottle of Musical instrument of my choice
Creatures charmed by me automatically fail their saves against these Command spells - Ink pen Leather armor 10

- Lamp 1 Rapier 1 2
Blood Hunter, level 1: - Oil, flasks of 2 1 Dagger 1 1
◆ Blood Maledict (Blood Hunter 1, MM:BH 3) [1 curse known, 1× per short rest] - Paper, sheets of 5
I can use a Blood Curse on targets with blood; Use the "Choose Features" button above - Perfume, vial of
I can amplify it by taking my hemocraft die in damage; Amplified it works on any target - Sealing Wax
Whenever I learn a new Blood Curse, I can also replace a curse I know with another - Soap
◆ Hemocraft Die (Blood Hunter 1, MM:BH 3) [1d4]
◆ Hunter's Bane (Blood Hunter 1, MM:BH 3)
I get adv. on Int checks to recall info about, and Survival to track, fey, fiends, or undead
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Background Feature
By Popular Demand
I can always find a place to perform (inn/tavern/circus/etc.), where I receive free lodging
and food of a modest or comfortable standard, as long as I perform each night. In
ATTUNED MAGICAL ITEMS (MAX 3)
addition, my performance makes me something of a local figure. When strangers
recognize me in a town where I have performed, they typically take a liking to me.

Proficiencies E CARRYING CAPACITY


36
TOTAL WEIGHT
18
E E HEA IL E E E H AGLI T
61 - STR × 5 STR × 15STR × 10 181 - STR × 15 - 30
ARMOR: LIGHT MEDIUM HEAVY SHIELDS OTHER: 120 lb 180 lb
-10 FT SPEED -20 FT SPEED
DISADV. STR, DEX, CON 360 lb
SPEED = 5 FT 54.3 lb
GEAR & COINS
WEAPONS: SIMPLE MARTIAL OTHER: PLATINUM GOLD ELECTRUM SILVER COPPER LIFESTYLE:
= 10 GP =10 SP = 5 SP = 10 CP
Modest
Languages Tools & Others 15 DAILY PRICE: 1 gp
Common Musical instrument (1/3) Alchemist's supplies GEMS AND OTHER VALUABLES:
Elvish or other Musical instrument (2/3) Disguise kit
Musical instrument (3/3) Musical instrument
Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
CHARACTER: Simonel

Status Possessions

Exhaustion Magic Items


LEVEL EFFECT (CUMULATIVE) MAGIC ITEM: Hat of Disguise [DMG 173] ✔ ATTUNED
SOME FOOD AND DRINK.
PROVIDED THAT YOU ALSO INGESTED
THE EXHAUSTION LEVEL BY 1,
FINISHING A LONG REST REDUCES

1 Disadvantage on Ability Checks As an action while wearing this hat, I can cast Disguise Self from it at will. The spell ends
if the hat is removed.
2 Speed halved
3 Disadvantage on Attack Rolls and Saving Throws

Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
4 Hit Point maximum halved MAGIC ITEM: ATTUNED
5 Speed reduced to 0
6 Death

Conditions MAGIC ITEM: ATTUNED

Blinded Petrified
Fail checks involving sight. Attacks have Incapacitated. Can’t move or speak. Unaware
disadvantage. Enemy attacks have advantage. of surroundings. Resistance to all damage.
Immune to poison/disease. Fail Str and Dex
Charmed saving throws. Enemy attacks have advantage.
Can’t harm/attack charmer. Charmer has Stop aging. Weight increases by factor 10.
advantage on ability checks to interact socially. MAGIC ITEM: ATTUNED
Poisoned
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing.
Prone
Frightened Crawl (at ½ speed) or stand up (costs ½ speed).
Disadvantage to checks/attacks while source Attacks have disadvantage. Enemy attacks
of fear is in sight. Can’t willingly move closer have advantage within 5 ft and disadvantage if
to the source of fear. further away.
MAGIC ITEM: ATTUNED
Grappled Restrained
Speed drops to 0, regardless of any bonus. Speed 0, regardless of bonus. Disadvantage on
Dex saving throws. Attacks have disadvantage.
Enemy attacks have advantage.
Incapacitated
Can’t take actions or reactions.
Stunned
Incapacitated. Can’t move. Can speak only
Invisible falteringly. Fail Str and Dex saving throws.
Can’t be seen, but noise and tracks. Attacks Enemy attacks have advantage.
have advantage, enemy attacks disadvantage. MAGIC ITEM: ATTUNED
Unconscious
Paralyzed Incapacitated. Can’t move or speak. Unaware
Incapacitated. Can’t move or speak. Fail Str of surroundings. Drop everything. Fail Str
and Dex saving throws. Enemy attacks have and Dex saving throws. Enemy attacks have
advantage. Enemy attacks within 5 ft are advantage. Enemy attacks within 5 ft are
critical hits. critical hits.

Choose Visible Sections

Notes Extra Equipment


GEAR # LBS GEAR # LBS
◆ Additional Bard Spells (Optional Bard 1, TCoE 27)
◆ Magical Inspiration (Optional Bard 2, TCoE 27)
A bardic inspiration die recipient can also use it when casting a damaging or healing spell
They can expend the die and add it to healing or damage dealt to one target of the spell
◆ Performance Expertise (Bard Expertise, PHB 54)
◆ Persuasion Expertise (Bard Expertise, PHB 54)
◆ Blood Curse of the Fallen Puppet (Blood Curse, MM:BH 12)
As a reaction when a creature I can see in 30 ft drops to 0 HP, I can make it attack
It makes one weapon attack against a target of my choice within its attack range
• Amplify: Before making the attack, I can move the creature up to half its speed
Also, the attack and damage roll gain a bonus equal to my Intelligence modifier (min 1)
◆ Bardic Versatility (Optional Bard 4, TCoE 28) [ASI = Ability Score Improvement]
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Whenever I gain an ASI from the bard class, I can change one cantrip or expertise choice
I can select another cantrip from the bard spell list or another skill I'm proficient with

TOTAL WEIGHT TOTAL WEIGHT

Other Holdings
Background

Character History

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to change
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Character Portrait

Appearance

Enemies

Allies & Organizations

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to change
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Organization Symbol
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.9 (Colorful - Letter) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Notes Page Options

Notes
FLAUTAS DE DESASOSIEGO
Objeto maravilloso, infrecuente Debes tener competencia con instrumentos de viento para
usar estas flautas. Tienen 3 cargas. Puedes usar una acción para tocarlas y gastar una carga
para crear una melodía misteriosa y cautivadora. Cada criatura en un rango de 30 pies (9
metros) de ti que te oiga tocar debe tener éxito en una tirada de salvación de Sabiduría con
CD 15 o quedar asustada de ti durante 1 minuto. Si lo deseas, todas las criaturas en el área
que no te sean hostiles pasarán automáticamente la tirada de salvación. Una criatura que
falla la tirada de salvación puede repetirla al final de cada uno de sus turnos, finalizando el
efecto sobre si misma al lograr un éxito. Una criatura que logra una tirada de salvación con
éxito es inmune al efecto de las flautas por un periodo de 24 horas. Las flautas recuperan
1d3 cargas gastadas diariamente al amanecer.

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.9 (Colorful - Letter) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
CHARACTER: Simonel
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Spell
Slots

Astral elf Spell attack modifier: +8 Spellcasting ability


Spell save DC: 16 Charisma

Cantrips (0 Level)
KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
AT
WILL Sacred Flame 1 creature that I can see save or 2d8 Radiant dmg; no bonus for cover on save Dex Evoc 1a 60 ft V,S Instantaneous P 272

Bard Spells Spell attack modifier: +8 Spellcasting ability


Spell save DC: 16 Charisma

Cantrips (0 Level)
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Mage Hand Create spectral hand for simple tasks or carry up to 10 lb; 1 a to control; can't have multiple instances — Conj 1a 30 ft V,S 1 min (D) P 256
Prestidigitation Minor trick; harmless sensory effect, illusory image, snuff light, clean/soil/chill/warm/flavor etc. — Trans 1a 10 ft V,S 1 h (D) P 267
Vicious Mockery 1 creature save or 2d4 Psychic dmg and dis. on next attack roll Wis Ench 1a 60 ft V Instantaneous P 285

1st Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Charm Person 1+1/SL humanoids, each max 30 ft apart, save or charmed; adv. on save if me/ally is fighting it Wis Ench 1a 30 ft V,S 1h P 221

LR Command 1 crea save or follow one word command, e.g. approach, drop, flee, halt Wis Ench 1 bns 60 ft V 1 rnd P 223
Cure Wounds 1 living creature heals 1d8+1d8/SL+5 (Cha) HP — Evoc 1a Touch V,S Instantaneous P 230
Dissonant Whispers 1 crea 3d6+1d6/SL Psychic dmg and flee; save halves and no fleeing; deaf crea are immune Wis Ench 1a 60 ft V Instantaneous P 234

2nd Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Enlarge/Reduce 1 crea/object save or enlarged (Str adv. +1d4 weapon dmg), reduced (Str dis. -1d4 weapon dmg) Con Trans 1a 30 ft V,S,M Conc, 1 min P 237
Hold Person 1+1/SL humanoids, within 30 ft of each other, save or paralyzed; extra save at end of each turn Wis Ench 1a 60 ft V,S,M Conc, 1 min P 251
Lesser Restoration 1 crea cured of 1 disease, or 1 condition: blinded, deafened, paralyzed, or poisoned — Abjur 1a Touch V,S Instantaneous P 255
Mirror Image Create three illusionary duplicates of me; destroyed if hit; randomize attacks; AC 10 + my Dex mod — Illus 1a Self V,S 1 min (D) P 260

3rd Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Dispel Magic Dispel all magical effects on crea or object; if above this SL, DC 10+SL Charisma check (+6) — Abjur 1a 120 ft V,S Instantaneous P 234

4th Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Greater Invisibility 1 crea invisible until end of the spell; anything the target is wearing or carrying is also invisible — Illus 1a Touch V,S Conc, 1 min P 246
Polymorph 1 creature with > 0 HP save or transformed into beast of choice of same CR or lower; see book Wis Trans 1a 60 ft V,S,M Conc, 1 h P 266

Hat of Disguise Spell attack modifier: +8 Spellcasting ability


Spell save DC: 16 Charisma

1st Level
KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
AT
WILL Disguise Self Alter appearance; Int(Investigation) check vs. spell DC to determine disguise — Illus 1a Self Mƒ 1 h (D) P 233

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.9 (Colorful - Letter); Spell Sheet 1/1 Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast

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