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Bard [College of Lore] (4) Celestial Emissary Thomas Oliver

CLASS & LEVEL BACKGROUND PLAYER NAME


Aurelius Skystrider Chaotic Neutral 2700
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
11 +1 +2
+2 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

15 PERSONALITY TRAITS

Hit Point Maximum 33


+1 Strength
DEXTERITY

+2

+2 Dexterity
+2 Constitution
+2 Intelligence
33
CURRENT HIT POINTS IDEALS

15 -1 Wisdom

+5 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2 +1 Acrobatics (Dex) SUCCESSES Short Attention Span: Aurelius easily gets bored and distracted,

14 +1 Animal Handling (Wis)


4x(1d8+2) making it difficult for him to focus on long-term goals or engage in
activities that require sustained attention. This can affect
FAILURES relationships and commitments.

+3 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
+2 Athletics (Str)

+2 +4 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE

14 ●
+1 Insight (Wis)
Dagger +3 1d4+1 piercing
Case, map or
WISDOM

+7 Intimidation (Cha)
+3 Investigation (Int)
Dagger +2 +5 1d4+3 piercing
scroll
+1 Medicine (Wis) Rapier +2 +5 1d8+3 piercing
Chest
+2


+3 Nature (Int)
+1 Perception (Wis) Number of Clothes, fine
11 ●
+5 Performance (Cha)
Attacks: 1 Ink
CHARISMA
+4 Persuasion (Cha)
+4 Religion (Int)
Ink pen
Lamp

+3 ●
+4 Sleight of Hand (Dex)

19
+1 Stealth (Dex)
Survival (Wis)
Leather
0

SKILLS ATTACKS & SPELLCASTING


Lute
Oil x2
11 PASSIVE WISDOM (PERCEPTION)
CP
100 Paper x5
SP
Perfume
Tool Proficiencies: Flute; Lute;
Lyre; Pan Flute Sealing wax
Weapon Proficiencies:
EP
Soap
Crossbow, hand; Longsword;
Rapier; Shortsword; Simple
GP
40
PP
Armor Proficiencies: Light

Language Proficiencies: Sylvan

OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
24 6'2 190
AGE HEIGHT WEIGHT
Aurelius Skystrider cyan white platinum blonde
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Bard Charisma 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Minor Illusion
Prestidigitation
Vicious Mockery

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Charm Person
Cure Wounds 4
Detect Magic
Feather Fall
SPELLS KNOWN

Heroism
Identify
Thunderwave

2 3

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
Page 1

Minor Illusion Prestidigitation Vicious Mockery


Bard Cantrip Illusion DC 13 Spell Mod +5 Bard Cantrip Transmutation DC 13 Spell Mod +5 Bard Cantrip Enchantment DC 13 Spell Mod +5
1 Act. 30 ft S,M 1 min 1 Act. 10 ft V,S Up to 1 hr 1 Act. 60 ft V Inst
A bit of fleece

You create a sound or an image of an object This spell is a minor magical trick that novice Choose a creature you can see. If it can hear
within range that lasts for the duration. The spellcasters use for practice. You create one of you, it must pass a Wisdom save or take 1d4
illusion also ends if you dismiss it as an action the following magical effects within range: • psychic damage and have disadvantage on its
or cast this spell again. If you create a sound, You create an instantaneous, harmless next attack roll before the end of its next turn.
its volume can range from a whisper to a sensory effect, such as a shower of sparks, a The damage increases by 1d4 when you
scream. It can be your voice, someone else's puff of wind, faint musical notes, or an odd reach 5th, 11th, and 17th level.
voice, a lion's roar, a beating of drums, or any odor. • You instantaneously light or snuff out a
other sound you choose. The sound continues candle, a torch, or a small campfire. • You
unabated throughout the duration, or you can instantaneously clean or soil an object no
make discrete sounds at different times before larger than 1 cubic foot. • You chill, warm, or
the spell ends. If you create an image of an flavor up to 1 cubic foot of nonliving material
object—such as a chair, muddy footprints, or a for 1 hour. • You make a color, a small mark, or
small chest—it must be no larger than a 5-foot a symbol appear on an object or a surface for 1
cube. The image can't create sound, light, hour. • You create a nonmagical trinket or an
smell, or any other sensory effect. Physical illusory image that can fit in your hand and
interaction with the image reveals it to be an that lasts until the end of your next turn. If
illusion, because things can pass through it. If you cast this spell multiple times, you can
a creature uses its action to examine the sound have up to three of its non-instantaneous
or image, the creature can determine that it is effects active at a time, and you can dismiss

Charm Person Cure Wounds Detect Magic (ritual)


Bard Level 1 Enchantment DC 13 Spell Mod +5 Bard Level 1 Evocation DC 13 Spell Mod +5 Bard Level 1 Divination DC 13 Spell Mod +5
1 Act. 30 ft V,S 1 hr 1 Act. Touch V,S Inst 1 Act. Self V,S Conc, 10 mins

You attempt to charm a humanoid you can see A creature you touch regains a number of hit For the duration, you sense the presence of
within range. It must make a Wisdom saving points equal to 1d8 + your spellcasting ability magic within 30 feet of you. If you sense magic
throw, and does so with advantage if you or modifier. This spell has no effect on undead or in this way, you can use your action to see a
your companions are fighting it. If it fails the constructs. At Higher Levels. When you cast faint aura around any visible creature or
saving throw, it is charmed by you until the this spell using a spell slot of 2nd level or object in the area that bears magic, and you
spell ends or until you or your companions do higher, the healing increases by 1d8 for each learn its school of magic, if any. The spell can
anything harmful to it. The charmed creature slot level above 1st. penetrate most barriers, but it is blocked by 1
regards you as a friendly acquaintance. When foot of stone, 1 inch of common metal, a thin
the spell ends, the creature knows it was sheet of lead, or 3 feet of wood or dirt.
charmed by you. At Higher Levels. When you
cast this spell using a spell slot of 2nd level or
higher, you can target one additional creature
for each slot level above 1st. The creatures
must be within 30 feet of each other when you
target them.

Feather Fall Heroism Identify (ritual)


Bard Level 1 Transmutation DC 13 Spell Mod +5 Bard Level 1 Enchantment DC 13 Spell Mod +5 Bard Level 1 Divination DC 13 Spell Mod +5
1 reAct. 60 ft V,M 1 min 1 Act. Touch V,S Conc, 1 min 1 min Touch V,S,M Inst
A small feather or piece of down A pearl worth at least 100 gp and an owl feather

Choose up to five falling creatures within A willing creature you touch is imbued with You choose one object that you must touch
range. A falling creature's rate of descent bravery. Until the spell ends, the creature is throughout the casting of the spell. If it is a
slows to 60 feet per round until the spell ends. immune to being frightened and gains magic item or some other magic-imbued
If the creature lands before the spell ends, it temporary hit points equal to your object, you learn its properties and how to use
takes no falling damage and can land on its spellcasting ability modifier at the start of them, whether it requires attunement to use,
feet, and the spell ends for that creature. each of its turns. When the spell ends, the and how many charges it has, if any. You learn
target loses any remaining temporary hit whether any spells are affecting the item and
points from this spell. At Higher Levels. When what they are. If the item was created by a
you cast this spell using a spell slot of 2nd level spell, you learn which spell created it. If you
or higher, you can target one additional instead touch a creature throughout the
creature for each slot level above 1st. casting, you learn what spells, if any, are
currently affecting it.
Page 1 (reverse)

Prestidigitation (reverse) Minor Illusion (reverse)


such an effect as an action. an illusion with a successful Intelligence
(Investigation) check against your spell save
DC. If a creature discerns the illusion for what
it is, the illusion becomes faint to the creature.
Page 2

Thunderwave
Bard Level 1 Evocation DC 13 Spell Mod +5
1 Act. Self V,S Inst

A wave of thunderous force sweeps out from


you. Each creature in a 15-foot cube
originating from you must make a
Constitution saving throw. On a failed save, a
creature takes 2d8 thunder damage and is
pushed 10 feet away from you. On a successful
save, the creature takes half as much damage
and isn't pushed. In addition, unsecured
objects that are completely within the area of
effect are automatically pushed 10 feet away
from you by the spell's effect, and the spell
emits a thunderous boom audible out to 300
feet. At Higher Levels. When you cast this
spell using a spell slot of 2nd level or higher,
the damage increases by 1d8 for each slot level
above 1st.
Page 2 (reverse)

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