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Simonel
Simonel
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)
Tool
SPEED
DEX MISC. SPEED ENCUMBERED
Combat +4 Initiative 3 + 30 ft 20 ft
Defense Health
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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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
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.
Status Possessions
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
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4 Hit Point maximum halved MAGIC ITEM: ATTUNED
5 Speed reduced to 0
6 Death
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.
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
Other Holdings
Background
Character History
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to change
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Character Portrait
Appearance
Enemies
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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
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
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
1×
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
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