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Bard 9 JavierAlfredoArancibiaBernal

CLASS & LEVEL PLAYER NAME


Bad Bunny
Half-Elf (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

-1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +6 Dexterity
+1 Constitution +4 13 57 --
-1 +0 Intelligence
CLASS
+2 Wisdom INITIATIVE HIT POINTS
8
• +8 Charisma
Total 9d8 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES
Advantage against being charmed,
and magic can’t put you to sleep
+2 DEFENSES HIT DICE DEATH SAVES

15 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor
CONSTITUTION H +4 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+4
+1 H

H
+4

+2
Animal Handling WIS
Arcana INT
Crossbow, Hand, Longsword, Rapier,
Shortsword, Simple Weapons

12 H +1 Athletics STR === TOOLS ===


ABILITY SAVE DC Drum, Flute, Lute
P +8 Deception CHA
H +2 History INT === LANGUAGES ===
INTELLIGENCE
H +4 Insight WIS Common, Elvish, Marquesian
30 ft. (Walking)
+0 E +12 Intimidation CHA
H +2 Investigation INT
10 H +4 Medicine WIS SPEED

+2 Nature INT PROFICIENCIES & LANGUAGES


H

WISDOM P +6 Perception WIS


E +12 Performance CHA === ACTIONS === Mantle of Inspiration
+2 P +8 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
As a bonus action, spend one use of Bardic
Inspiration to grant 8 temporary HP to up to 4
Help, Hide, Ready, Search, Use an Object, creatures you can see and that can see you within 60
H +2 Religion INT
14 Opportunity Attack, Grapple, Shove, Improvise, ft. Each creature can immediately use its reaction to
H +4 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object move up to its speed, without provoking opportunity
attacks.
H +4 Stealth DEX === BONUS ACTIONS ===
CHARISMA Bardic Inspiration • 4 / Short Rest Mantle of Majesty • 1 / Long Rest
H +4 Survival WIS
As a bonus action, a creature (other than yourself) Once per long rest as a bonus action, you cast
command, without expending a spell slot. For 1 minute
+4 within 60 ft. that can hear you gains an inspiration die
(1d8). For 10 minutes, the creature can add it to one
ability check, attack roll, or saving throw. This can be
or until your concentration ends, you can cast
command as a bonus action on each of your turns,
added after seeing the roll, but before knowing the without expending a spell slot. Creatures charmed by
18 outcome. you automatically fail saving throws against the
command you cast with this feature.
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

16 PASSIVE WISDOM (PERCEPTION)


Rapier +6 1d8+2 Piercing Martial, Finesse

Unarmed Strike +3 0 Bludgeoning


14 PASSIVE WISDOM (INSIGHT)

12 PASSIVE INTELLIGENCE (INVESTIGATION)

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS

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Bard 9 JavierAlfredoArancibiaBernal
CLASS & LEVEL PLAYER NAME
Bad Bunny
Half-Elf (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== BARD FEATURES === you automatically fail saving throws against the
* Mantle of Inspiration • XGtE 14 command you cast with this feature.
* Hit Points • PHB 52 As a bonus action, spend one use of Bardic Inspiration
to grant 8 temporary HP to up to 4 creatures you can | 1 / Long Rest • 1 Bonus Action
* Proficiencies • PHB 52 see and that can see you within 60 ft. Each creature
can immediately use its reaction to move up to its
* Spellcasting • PHB 52 speed, without provoking opportunity attacks. === HALF-ELF RACIAL TRAITS ===
You can cast known bard spells using CHA as your
spellcasting modifier (Spell DC 16, Spell Attack +8) | 1 Bonus Action * Darkvision • BR 39
and known bard spells as rituals if they have the ritual You can see in darkness (shades of gray) up to 60 ft.
tag. You can use a musical instrument as a * Enthralling Performance • XGtE 14
spellcasting focus. Once per short rest, you can choose 4 creatures that * Fey Ancestry • BR 39
watched and listened to you perform for 1 minute. You have advantage on saving throws against being
* Bardic Inspiration • PHB 53 Each target makes a WIS saving throw (DC 16) and is charmed, and magic can’t put you to sleep.
As a bonus action, a creature (other than you) within charmed if it fails for 1 hour, or until it takes any
60 ft. that can hear you gains an inspiration die (1d8). damage, you attack it, or it sees you attack or damage * Skill Versatility • BR 39
For 10 minutes, the creature can add it to one ability its allies. You gain proficiency in two skills of your choice.
check, attack roll, or saving throw. This can be added
after seeing the roll, but before knowing the outcome. | 1 / Short Rest • 1 Minute
=== FEATS ===
| 4 / Short Rest • 1 Bonus Action * Ability Score Improvement • PHB
* Telekinetic • TCoE 81
* Jack of All Trades • PHB 54 * Font of Inspiration • PHB You learn the <em>mage hand</em> cantrip, and can
You can add half your proficiency bonus, rounded You regain all of your expended uses of Bardic cast it without verbal or somatic components and make
down ( +2 ), to any ability check you make that doesn’t Inspiration when you finish a short or long rest. the spectral hand invisible. If you already know this
already include it. spell, its range increases by 30 ft. Its spellcasting
* Countercharm • PHB ability is the ability increased by this feat.
* Song of Rest • PHB 54 As an action, you can perform until the end of your
If you or any friendly creatures who can hear your next turn. During that time, you and any friendly As a bonus action, you can try to telekinetically shove
performance regain hit points at the end of the short creatures within 30 ft. that can hear you gain one creature you can see within 30 ft. of you. When
rest by spending one or more Hit Dice, each of those advantage on saving throws against being frightened you do so, the target must succeed on a Strength
creatures regains an extra 1d8 hit points. or charmed. saving throw (DC 12 + the ability modifier of the score
increased by this feat) or be moved 5 ft. toward or
* Bard College • PHB 54 | 1 Action away from you. A creature can willingly fail this save.

| College of Glamour * Mantle of Majesty • XGtE 14 | Charisma •


Once per long rest as a bonus action, you cast Increase your Charisma score by 1, to a maximum of
* Expertise • PHB 54 command, without expending a spell slot. For 1 minute 20. The spell’s spellcasting ability is Charisma.
Your proficiency bonus is doubled for any ability check or until your concentration ends, you can cast
you make with chosen proficiencies (2 at 3rd and 10th command as a bonus action on each of your turns, | Telekinetic: Shove: 1 Bonus Action
level). without expending a spell slot. Creatures charmed by

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Hat of Disguise 1 -- Paper (one sheet) 5 --

Rhythm-Maker’s Drum, +2 1 -- Perfume (vial) 1 --

SP 0 Ghost Step Tattoo 1 -- Sealing Wax 1 --

Leather 1 10 lb. Soap 1 --


EP 0 Leather 1 10 lb.

Dagger 1 1 lb.
GP 0 Rapier 1 2 lb.

Chest 1 25 lb.
PP 0 Lute 1 2 lb.

Ink (1 ounce bottle) 1 --


WEIGHT CARRIED

61 lb. Ink Pen 1 --

ENCUMBERED Case, Map or Scroll 2 2 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

120 lb. Clothes, Fine 1 6 lb. Hat of Disguise 1 --

PUSH/DRAG/LIFT Lamp 1 1 lb. Rhythm-Maker’s Drum, +2 1 --

240 lb. Oil (flask) 2 2 lb. Ghost Step Tattoo 1 --

EQUIPMENT

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Bard 9 JavierAlfredoArancibiaBernal
CLASS & LEVEL PLAYER NAME
Bad Bunny
Half-Elf (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

* Lucky • PHB 167


You have 3 luck points per long rest. Whenever you
make an attack roll, an ability check, or a saving throw
(or when an attack roll is made against you), you can
spend one to roll an additional d20 and you choose
which die to use. You can choose to spend luck points
after you roll the die, but before the outcome is
determined.

| 3 / Long Rest • No Action

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Bad Bunny
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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CHA 18 +10
Bard
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

O Dancing Lights <C> Bard -- 1A 120 ft. V,S,M Concentration, up to 1 minute PHB 230 D: 1m, V/S/M

O Friends <C> Bard -- 1A Self S,M Concentration, up to 1 minute PHB 244 D: 1m, S/M

O Vicious Mockery Bard WIS 18 1A 60 ft. V Instantaneous PHB 285 V

O Mage Hand Telekinetic -- 1A 30 ft. V,S 1 minute PHB 256 D: 1m, V/S

=== 1st LEVEL === 4 Slots OOOO

O Detect Magic [R]<C> Bard -- 1A Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S

O Thunderwave Bard CON 18 1A Self/15 ft. Cube V,S Instantaneous PHB 282 15 ft. Cube, V/S

O Disguise Self Hat of Disguise -- 1A Self V,S 1 hour PHB 233 D: 1h, V/S

P Command Mantle of Majesty (Always Prepared) WIS 18 1BA 60 ft. V 1 round PHB 223 D: 1Rnd, V

=== 2nd LEVEL === 3 Slots OOO

O Silence [R]<C> Bard -- 1A 120 ft./20 ft. Sphere V,S Concentration, up to 10 minutes PHB 275 D: 10m, 20 ft. Sphere, V/S

O Hold Person <C> Bard WIS 18 1A 60 ft. V,S,M Concentration, up to 1 minute PHB 251 D: 1m, V/S/M

O See Invisibility Bard -- 1A Self V,S,M 1 hour PHB 274 D: 1h, V/S/M

O Pyrotechnics Bard CON 18 1A 60 ft./5 ft. Cube V,S Instantaneous EE 163 5 ft. Cube, V/S

=== 3rd LEVEL === 3 Slots OOO

O Major Image <C> Bard -- 1A 120 ft./20 ft. Cube V,S,M Concentration, up to 10 minutes PHB 258 D: 10m, 20 ft. Cube, V/S/M

O Dispel Magic Bard -- 1A 120 ft. V,S Instantaneous PHB 234 Special: (See Description)*, V/S

O Hypnotic Pattern <C> Bard WIS 18 1A 120 ft./30 ft. Cube S,M Concentration, up to 1 minute PHB 252 D: 1m, 30 ft. Cube, S/M

=== 4th LEVEL === 3 Slots OOO

O Polymorph <C> Bard WIS 18 1A 60 ft. V,S,M Concentration, up to 1 hour PHB 266 D: 1h, V/S/M

O Dimension Door Bard -- 1A 500 ft. V Instantaneous PHB 233 V

=== 5th LEVEL === 1 Slots O

O Mass Cure Wounds Bard -- 1A 60 ft./30 ft. Sphere V,S Instantaneous PHB 258 30 ft. Sphere, V/S

SPELLS

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