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Bard [College of Lore] (4) / Wizard (1) Celestial Emissary Thomas Oliver

CLASS & LEVEL BACKGROUND PLAYER NAME


Aurelius Skystrider Human/ 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 45


+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
45
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 1x(1d6+3) making it difficult for him to focus on long-term goals or engage in


activities that require sustained attention. This can affect

+2 Animal Handling (Wis) FAILURES relationships and commitments.
4x(1d8+3)
+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
40
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
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.
Wizard
Intelligence 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 2 6
Fire Bolt
Mage Hand
Ray of Frost

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Alarm

Burning Hands
4
Disguise Self

Find Familiar
SPELLS KNOWN

Jump

Magic Missile

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 1d6 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
1d6 from an attack, ability, or damage roll made by a creature
within 60 ft.

-----------Other Traits------------
Arcane Recovery. When you finish a short rest, regain spell
slots totalling no more than 1, and each must be 5th level or
lower. (use once/day).

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

Minor Illusion Prestidigitation Vicious Mockery


Bard Cantrip Illusion DC 15 Spell Mod +7 Bard Cantrip Transmutation DC 15 Spell Mod +7 Bard Cantrip Enchantment DC 15 Spell Mod +7
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

Fire Bolt Mage Hand Ray of Frost


Wizard Cantrip Evocation DC 13 Spell Mod +5 Wizard Cantrip Conjuration DC 13 Spell Mod +5 Wizard Cantrip Evocation DC 13 Spell Mod +5
1 Act. 120 ft V,S Inst 1 Act. 30 ft V,S 1 min 1 Act. 60 ft V,S Inst

You hurl a mote of fire at a creature or object A spectral, floating hand appears at a point A frigid beam of blue-white light streaks
within range. Make a ranged spell attack you choose within range. The hand lasts for toward a creature within range. Make a
against the target. On a hit, the target takes the duration or until you dismiss it as an ranged spell attack against the target. On a hit,
1d10 fire damage. A flammable object hit by action. The hand vanishes if it is ever more it takes 1d8 cold damage, and its speed is
this spell ignites if it isn’t being worn or than 30 feet away from you or if you cast this reduced by 10 feet until the start of your next
carried. This spell’s damage increases by 1d10 spell again. You can use your action to control turn. The spell's damage increases by 1d8
when you reach 5th level (2d10), 11th level the hand. You can use the hand to manipulate when you reach 5th level (2d8), 11th level (3d8),
(3d10), and 17th level (4d10). an object, open an unlocked door or container, and 17th level (4d8).
stow or retrieve an item from an open
container, or pour the contents out of a vial.
You can move the hand up to 30 feet each time
you use it. The hand can't attack, activate
magic items, or carry more than 10 pounds.

Charm Person Cure Wounds Detect Magic (ritual)


Bard Level 1 Enchantment DC 15 Spell Mod +7 Bard Level 1 Evocation DC 15 Spell Mod +7 Bard Level 1 Divination DC 15 Spell Mod +7
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.
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

Feather Fall Heroism Identify (ritual)


Bard Level 1 Transmutation DC 15 Spell Mod +7 Bard Level 1 Enchantment DC 15 Spell Mod +7 Bard Level 1 Divination DC 15 Spell Mod +7
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.

Thunderwave Alarm (ritual) Burning Hands


Bard Level 1 Evocation DC 15 Spell Mod +7 Wizard Level 1 Abjuration DC 13 Spell Mod +5 Wizard Level 1 Evocation DC 13 Spell Mod +5
1 Act. Self V,S Inst 1 min 30 ft V,S,M 8 hrs 1 Act. Self V,S Inst
A tiny bell and a piece of fine silver wire

A wave of thunderous force sweeps out from You set an alarm against unwanted intrusion. As you hold your hands with thumbs touching
you. Each creature in a 15-foot cube Choose a door, a window, or an area within and fingers spread, a thin sheet of flames
originating from you must make a range that is no larger than a 20-foot cube. shoots forth from your outstretched
Constitution saving throw. On a failed save, a Until the spell ends, an alarm alerts you fingertips. Each creature in a 15-foot cone
creature takes 2d8 thunder damage and is whenever a Tiny or larger creature touches or must make a Dexterity saving throw. A
pushed 10 feet away from you. On a successful enters the warded area. When you cast the creature takes 3d6 fire damage on a failed
save, the creature takes half as much damage spell, you can designate creatures that won't save, or half as much damage on a successful
and isn't pushed. In addition, unsecured set off the alarm. You also choose whether the one. The fire ignites any flammable objects in
objects that are completely within the area of alarm is mental or audible. A mental alarm the area that aren't being worn or carried. At
effect are automatically pushed 10 feet away alerts you with a ping in your mind if you are Higher Levels. When you cast this spell using a
from you by the spell's effect, and the spell within 1 mile of the warded area. This ping spell slot of 2nd level or higher, the damage
emits a thunderous boom audible out to 300 awakens you if you are sleeping. An audible increases by 1d6 for each slot level above 1st.
feet. At Higher Levels. When you cast this alarm produces the sound of a hand bell for 10
spell using a spell slot of 2nd level or higher, seconds within 60 feet.
the damage increases by 1d8 for each slot level
above 1st.

Disguise Self Find Familiar (ritual) Jump


Wizard Level 1 Illusion DC 13 Spell Mod +5 Wizard Level 1 Conjuration DC 13 Spell Mod +5 Wizard Level 1 Transmutation DC 13 Spell Mod +5
1 Act. Self V,S 1 hr 1 hr 10 ft V,S,M Inst 1 Act. Touch V,S,M 1 min
Charcoal, herbs, and incense (10 gp worth) consumed A grasshopper's hind leg
in a fire in a brass brazier.

You make yourself—including your clothing, You gain the service of a familiar, a spirit that You touch a creature. The creature's jump
armor, weapons, and other belongings on takes an animal form you choose: bat, cat, distance is tripled until the spell ends.
your person look different until the spell ends crab, frog (toad), hawk, lizard, octopus, owl,
or until you use your action to dismiss it. You poisonous snake, fish (quipper), rat, raven, sea
can seem 1 foot shorter or taller and can horse, spider, or weasel. Appearing in an
appear thin, fat, or in between. You can't unoccupied space within range, the familiar
change your body type, so you must adopt a has the statistics of the chosen form, though it
form that has the same basic arrangement of is a celestial, fey, or fiend (your choice) instead
limbs. Otherwise, the extent of the illusion is of a beast. Your familiar acts independently
up to you. The changes wrought by this spell of you, but it always obeys your commands. In
fail to hold up to physical inspection. For combat, it rolls its own initiative and acts on
example, if you use this spell to add a hat to its own turn. A familiar can't attack, but it can
your outfit, objects pass through the hat, and take other actions as normal. When the
anyone who touches it would feel nothing or familiar drops to 0 hit points, it disappears,
would feel your head and hair. If you use this leaving behind no physical form. It reappears
spell to appear thinner than you are, the hand after you case this spell again. When your
of someone who reaches out to touch you familiar is within 100 feet of you, you can
would bump into you while it was seemingly communicate with it telepathically.
still in midair. To discern that you are Additionally, as an action, you can see though
Page 2 (reverse)

Find Familiar (reverse) Disguise Self (reverse)


your familiar's eyes and hear what it hears disguised, a creature can use its action to
until the start of your next turn, gaining the inspect your appearance and must succeed on
benefits of any special senses that the familiar an Intelligence (Investigation) check against
has. During this time you are deaf and blind your spell save DC.
with regard to your own senses. As an
action, you can temporarily dismiss your
familiar. It disappears into a pocket dimension
where it awaits your summon. Alternatively,
you can dismiss it forever. As an action while
it is temporarily dismissed, you can cause it to
reappear in an unoccupied space within 30
feet of you. You can't have more than one
familiar at a time. If you case this spell while
you already have a familiar, you instead cause
it to adopt a new form. Choose one of the
forms from the above list. Your familiar
transforms into the chosen creature.
Finally, when you cast a spell with a range of
touch, your familiar can deliver the spell as if
it has cast the spell. Your familiar must be
within 100 feet of you, and it must use its
reaction to deliver the spell when you cast it. If
the spell requires an attack roll, you use your
attack modifier for the roll.
Page 3

Magic Missile
Wizard Level 1 Evocation DC 13 Spell Mod +5
1 Act. 120 ft V,S Inst

You create three glowing darts of magical


force. Each dart hits a creature of your choice
that you can see within range. A dart deals 1d4
+ 1 force damage to its target. The darts all
strike simultaneously, and you can direct
them to hit one creature or several. At Higher
Levels. When you cast this spell using a spell
slot of 2nd level or higher, the spell creates
one more dart for each slot level above 1st.
Page 3 (reverse)

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