Aurelius Skystrider

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Bard [College of Lore] (5) Celestial Emissary Thomas Oliver

CLASS & LEVEL BACKGROUND PLAYER NAME


Aurelius Skystrider Human/ Celestial Chaotic Neutral 6500
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
Freedom-Seeking: Aurelius values his freedom above all else and
STRENGTH
11 +1 30
resists any form of restriction on his choices or actions. He revels
in the ability to make decisions on the fly.

+1 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
Pragmatic Morality: While not strictly bound by a moral code,
Aurelius has his own set of principles that guide his actions. He
may choose to do good or evil based on the situation and his own
whims.

13 PERSONALITY TRAITS

Hit Point Maximum 44


+1 Strength Freedom of Expression: Aurelius believes in the unrestricted expression of art and individuality. He sees beauty
in the diversity of ideas, styles, and beliefs and rejects any attempt to limit creativity or impose conformity.
DEXTERITY

0

+3 Dexterity
+3 Constitution
+2 Intelligence
44
CURRENT HIT POINTS
Unbridled Passion: Aurelius values living in the moment and pursuing his passions without being constrained by
societal norms. He believes that true fulfillment comes from following one's heart and embracing the chaos of
life.

Adaptability: Aurelius thrives in situations that require adaptability. He sees change as a natural part of life and
strives to be versatile, ready to navigate any challenges that come his way with spontaneity and flair.

IDEALS

10 -1 Wisdom

+7 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+3 +1 Acrobatics (Dex) SUCCESSES Short Attention Span: Aurelius easily gets bored and distracted,

16 +2 Animal Handling (Wis)


5x(1d8+3) 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 +5 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE

14 ●
+2 Insight (Wis)
Dagger +4 1d4+1 piercing
Case, map or
WISDOM

+10 Intimidation (Cha)
+3 Investigation (Int)
Dagger +2 +6 1d4+3 piercing
scroll
+2 Medicine (Wis) Rapier +2 +6 1d8+3 piercing
Chest
-1


+5 Nature (Int)
+2 Perception (Wis) Number of Clothes, fine
9 ●
+7 Performance (Cha)
Attacks: 1 Ink
CHARISMA
+5 Persuasion (Cha)
+5 Religion (Int)
Ink pen
Lamp

+4 ●
+6 Sleight of Hand (Dex)

18
+1 Stealth (Dex)
Survival (Wis)
Leather
0

SKILLS ATTACKS & SPELLCASTING


Lute
Oil x2
12 PASSIVE WISDOM (PERCEPTION)
CP
100 Paper x5
SP
Perfume
Tool Proficiencies: Flute; Lute; Lyre;
Pan Flute Sealing wax
Weapon Proficiencies: Crossbow,
EP
Soap
hand; Longsword; Rapier;
Shortsword; Simple GP
44
Armor Proficiencies: Light; Medium PP

Language Proficiencies: Celestial;


Common; Primordial; 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

Aurelius Skystrider, with his striking


platinum blonde hair and piercing cyan
eyes, possesses an ethereal beauty
that sets him apart. Standing tall at 6'2"
with a well-muscled physique, he
maintains a weight of 190 pounds,
showcasing a body fat percentage of
16%. His skin, pristine white like
freshly fallen snow, seems to emit a
subtle celestial glow. Aurelius moves
with an otherworldly grace, and his
mere presence exudes an air of both
celestial elegance and mischievous
unpredictability.

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Bard Charisma 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 2 6
Mage Hand
Minor Illusion
Prestidigitation
True Strike
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

Healing Word

Heroism
Identify

Speak with Animals


Thunderwave

2 3

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

Darkvision: 30 ft.

----------Bonus Actions----------
Bardic Inspiration. Inspire another creature with a 1d8 that it can, within the
next 10 min., add to a d20 roll (use 4 times/long rest).

---------------Actions--------------
Grappler. Restrain a creature you are grappling.

-------------Reactions-------------
Cutting Words. Expend a use of Bardic Inspiration to subtract 1d8 from an
attack, ability, or damage roll made by a creature within 60 ft.

-----------Other Traits------------
Font of Inspiration. Regain all uses of Bardic Inspiration at the end of a rest.

[Gift of the Metallic Dragon.]

Draconic Healing You learn the Cure Wounds spell. You can cast this spell
without expending a spell slot. Once you cast this spell in this way, you
can’t do so again until you finish a long rest. You can also cast this spell
using spell slots you have. The spell’s spellcasting ability is Intelligence,
Wisdom, or Charisma when you cast it with this feat (choose when you
gain the feat)

Protective Wings. You can manifest protective wings that can shield you or
others. When you or another creature you can see within 5 feet of you is hit
by an attack roll, you can use your reaction to manifest spectral wings from
your back for a moment. You grant a bonus to the target’s AC equal to your
proficiency bonus against that attack roll, potentially causing it to miss. You
can use this reaction several times equal to your proficiency bonus and
regain all expended uses when you finish a long rest.
.

Grappler Feat. Advantage on attacks against creature you grapple; can use
an action to pin the creature.

Jack of All Trades. +1 to ability checks that don't already include your
proficiency bonus.

Song of Rest. With a song, you and friendly creatures gain 1d6 additional
healing at the end of a short rest.
Page 1

Mage Hand Minor Illusion Prestidigitation


Bard Cantrip Conjuration DC 15 Spell Mod +7 Bard Cantrip Illusion DC 15 Spell Mod +7 Bard Cantrip Transmutation DC 15 Spell Mod +7
1 Act. 30 ft V,S 1 min 1 Act. 30 ft S,M 1 min 1 Act. 10 ft V,S Up to 1 hr
A bit of fleece

A spectral, floating hand appears at a point You create a sound or an image of an object This spell is a minor magical trick that novice
you choose within range. The hand lasts for within range that lasts for the duration. The spellcasters use for practice. You create one of
the duration or until you dismiss it as an illusion also ends if you dismiss it as an action the following magical effects within range: •
action. The hand vanishes if it is ever more or cast this spell again. If you create a sound, You create an instantaneous, harmless
than 30 feet away from you or if you cast this its volume can range from a whisper to a sensory effect, such as a shower of sparks, a
spell again. You can use your action to control scream. It can be your voice, someone else's puff of wind, faint musical notes, or an odd
the hand. You can use the hand to manipulate voice, a lion's roar, a beating of drums, or any odor. • You instantaneously light or snuff out a
an object, open an unlocked door or container, other sound you choose. The sound continues candle, a torch, or a small campfire. • You
stow or retrieve an item from an open unabated throughout the duration, or you can instantaneously clean or soil an object no
container, or pour the contents out of a vial. make discrete sounds at different times before larger than 1 cubic foot. • You chill, warm, or
You can move the hand up to 30 feet each time the spell ends. If you create an image of an flavor up to 1 cubic foot of nonliving material
you use it. The hand can't attack, activate object—such as a chair, muddy footprints, or a for 1 hour. • You make a color, a small mark, or
magic items, or carry more than 10 pounds. 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

True Strike Vicious Mockery Charm Person


Bard Cantrip Divination DC 15 Spell Mod +7 Bard Cantrip Enchantment DC 15 Spell Mod +7 Bard Level 1 Enchantment DC 15 Spell Mod +7
1 Act. 30 ft S Conc, 1 Rnd 1 Act. 60 ft V Inst 1 Act. 30 ft V,S 1 hr

You extend your hand and point a finger at a Choose a creature you can see. If it can hear You attempt to charm a humanoid you can see
target in range. Your magic grants you a brief you, it must pass a Wisdom save or take 1d4 within range. It must make a Wisdom saving
insight into the target's defenses. On your next psychic damage and have disadvantage on its throw, and does so with advantage if you or
turn, you gain advantage on your first attack next attack roll before the end of its next turn. your companions are fighting it. If it fails the
roll against the target, provided that this spell The damage increases by 1d4 when you saving throw, it is charmed by you until the
hasn't ended. reach 5th, 11th, and 17th level. spell ends or until you or your companions do
anything harmful to it. The charmed creature
regards you as a friendly acquaintance. When
the spell ends, the creature knows it was
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.

Cure Wounds Detect Magic (ritual) Feather Fall


Bard Level 1 Evocation DC 15 Spell Mod +7 Bard Level 1 Divination DC 15 Spell Mod +7 Bard Level 1 Transmutation DC 15 Spell Mod +7
1 Act. Touch V,S Inst 1 Act. Self V,S Conc, 10 mins 1 reAct. 60 ft V,M 1 min
A small feather or piece of down

A creature you touch regains a number of hit For the duration, you sense the presence of Choose up to five falling creatures within
points equal to 1d8 + your spellcasting ability magic within 30 feet of you. If you sense magic range. A falling creature's rate of descent
modifier. This spell has no effect on undead or in this way, you can use your action to see a slows to 60 feet per round until the spell ends.
constructs. At Higher Levels. When you cast faint aura around any visible creature or If the creature lands before the spell ends, it
this spell using a spell slot of 2nd level or object in the area that bears magic, and you takes no falling damage and can land on its
higher, the healing increases by 1d8 for each learn its school of magic, if any. The spell can feet, and the spell ends for that creature.
slot level above 1st. penetrate most barriers, but it is blocked by 1
foot of stone, 1 inch of common metal, a thin
sheet of lead, or 3 feet of wood or dirt.
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

Healing Word Heroism Identify (ritual)


Bard Level 1 Evocation DC 15 Spell Mod +7 Bard Level 1 Enchantment DC 15 Spell Mod +7 Bard Level 1 Divination DC 15 Spell Mod +7
1 B.A. 60 ft V Inst 1 Act. Touch V,S Conc, 1 min 1 min Touch V,S,M Inst
A pearl worth at least 100 gp and an owl feather

A creature of your choice that you can see A willing creature you touch is imbued with You choose one object that you must touch
within range regains hit points equal to 1d4 + bravery. Until the spell ends, the creature is throughout the casting of the spell. If it is a
your spellcasting ability modifier. This spell immune to being frightened and gains magic item or some other magic-imbued
has no effect on undead or constructs. At temporary hit points equal to your object, you learn its properties and how to use
Higher Levels. When you cast this spell using a spellcasting ability modifier at the start of them, whether it requires attunement to use,
spell slot of 2nd level or higher, the healing each of its turns. When the spell ends, the and how many charges it has, if any. You learn
increases by 1d4 for each slot level above 1st. 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.

Speak with Animals (ritual) Thunderwave


Bard Level 1 Divination DC 15 Spell Mod +7 Bard Level 1 Evocation DC 15 Spell Mod +7
1 Act. Self V,S 10 mins 1 Act. Self V,S Inst

You gain the ability to comprehend and A wave of thunderous force sweeps out from
verbally communicate with beasts for the you. Each creature in a 15-foot cube
duration. The knowledge and awareness of originating from you must make a
many beasts is limited by their intelligence, Constitution saving throw. On a failed save, a
but at minimum, beasts can give you creature takes 2d8 thunder damage and is
information about nearby locations and pushed 10 feet away from you. On a successful
monsters, including whatever they can save, the creature takes half as much damage
perceive or have perceived within the past and isn't pushed. In addition, unsecured
day. You might be able to persuade a beast to objects that are completely within the area of
perform a small favor for you, at the GM's effect are automatically pushed 10 feet away
discretion. 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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