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College of Valor Bard 5 Entertainer

CLASS & LEVEL BACKGROUND PLAYER NAME


Sonata Swift
Half-Elf Chaotic Good
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION

STRENGTH 13 3 30 I always have a song in my heart and a

-1
smile on my face. I’m a hopeless romantic,
3 PROFICIENCY BONUS
always looking for love and inspiration.

8 PERSONALITY TRAITS
Hit Point Maximum 38
-1 Strength
DEXTERITY 5 Dexterity
CURRENT HIT POINTS
Freedom. I believe everyone should have

2
1 Constitution
the freedom to express themselves and
0 Intelligence
follow their dreams.
14 1 Wisdom
6 Charisma IDEALS
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS

1 5 Acrobatics (Dex)
5 My songs and music are my life's passion
and the legacy I want to leave behind.

13 2 Animal Handling (…
1 Arcana (Int) BONDS
INTELLIGENCE 0 Athletics (Str)

0
6 Deception (Cha) NAME ATK DAMAGE/TYPE

1 History (Int) I can be overly trusting of people, which


Rapier +5 1d8+2 Piercing
sometimes leads to betrayal and
11 2 Insight (Wis)
heartbreak.
6 Intimidation (Cha) Healing Word 1d4+3 Healing
3 Investigation (Int) FLAWS
WISDOM
2 Medicine (Wis) Dagger +5 1d4+2 Piercing

1 1
2
Nature (Int)
Perception (Wis) Vicious Mock… DC14 1d4 Psychic
Font of Inspiration
13 9 Performance (Cha) By Popular Demand
ATTACKS & SPELLCASTING
9 Persuasion (Cha)
Ritual Casting
CHARISMA
1 Religion (Int)

3
15 Darkvision
5 Sleight of Hand (…
CP SP EP GP PP Bardic Inspiration
3 Stealth (Dex)
17 2 Survival (Wis) 1 Disguise Kit
Inspiring Leader

Song of Rest
SKILLS 1 Entertainer's Pack
Jack of All Trades
1 Rapier
1 Waterskin Fey Ancestry
12 PASSIVE WISDOM (PERCEPTION)
1 Prayer Book FEATURES & TRAITS

1 Bedroll
TOOL: Drum, Lute, Lyre, Viol 1 Dagger
LANGUAGE: Common, Elvish, Gnomish EQUIPMENT

ARMOR: Light Armor


WEAPON: Hand Crossbow, Longsword, Rapier,
Shortsword, Simple weapons

OTHER PROFICIENCIES & LANGUAGES


NAME ATK DAMAGE/TYPE Total: 3 Total:
CP SP EP GP PP
3
1 Lute BARDIC INSPIRATION

1 Leather Armor
1 Backpack Total: Total:
2 costume
5 Rations
ATTACKS & SPELLCASTING
5 Candle

Total: Total:

EQUIPMENT
CHARISMA 14 6

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 2 6 0

Minor Illusion Hypnotic Pattern

Vicious Mockery Mass Healing Word

Mage Hand
7 0

4 0

8 0
1 4
5 0
Healing Word
9 0
Charm Person

Faerie Fire

Disguise Self

2 3

Silence

Enhance Ability

Mirror image
FEATURES & TRAITS
Font of Inspiration Bardic Inspiration Inspiring Leader
Beginning when you reach 5th level, you regain all You can inspire others through stirring words or You can spend 10 minutes inspiring your
of your expended uses of Bardic Inspirati⁠on when music. To do so, you use a bonus action on your companions, shoring up their resolve to fight.
you finish a short or long rest. turn to choose one creature other than yourself When you do so, choose up to six friendly creatures
within 60 feet of you who can hear you. That (which can include yourself) within 30 feet of you
By Popular Demand creature gains one Bardic Inspiration die, a d6 (d8 who can see or hear you and who can understand
You can always find a place to perform, such as an at 5th level). Once within the next 10 minutes, the you. Each creature can gain temporary hit points
inn, tavern, circus, or theater. In return, you receive creature can roll the die and add the number rolled equal to your level + your Charisma modifier. A
free lodging and food of a modest or comfortable to one ability check, attack roll, or saving throw it creature can't gain temporary hit points from this
standard, as long as you perform each night. makes. The creature can wait until after it rolls the feat again until it has finished a short or long rest.
d20 before deciding to use the Bardic Inspiration
Ritual Casting Song of Rest
die, but must decide before the DM says whether
You can cast any bard spell you know as a ritual if Beginning at 2nd level, you can use soothing music
the roll succeeds or fails. Once the Bardic
that spell has the ritual tag. or oration to help revitalize your wounded allies
Inspiration die is rolled, it is lost. A creature can
have only one Bardic Inspiration die at a time. You during a short rest. If you or any friendly creatures
Darkvision
can use this feature a number of times equal to your who can hear your performance regain hit points at
Thanks to your elf blood, you have superior vision
Charisma modifier (a minimum of once). You the end of the short rest by spending one or more
in dark and dim conditions. You can see in dim
regain any expended uses when you finish a long Hit Dice, each of those creatures regains an extra
light within 60 feet of you as if it were bright light,
rest. Your Bardic Inspiration die changes when you 1d6 hit points.
and in darkness as if it were dim light. You can't
discern color in darkness, only shades of gray. reach certain levels in this class. The die becomes a
Jack of All Trades
d8 at 5th level, a d10 at 10th level, and a d12 at
Starting at 2nd level, you can add half your
15th level.
proficiency bonus, rounded down, to any ability
check you make that doesn’t already include your
proficiency bonus.

Fey Ancestry
You have advantage on saving throws against being
charmed, and magic can't put you to sleep.
SPELLS
Minor Illusion Mage Hand Charm Person
Illusion cantrip Conjuration cantrip Enchantment 1
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 30 feet Range: 30 feet
Target: See text Target: A point you choose within range Target: A humanoid you can see within range
Components: V S M Components: V S M Components: V S M
Duration: 1 minute Duration: 1 minute Duration: 1 hour
Description: Description: Description:
You create a sound or an image of an object within A spectral, floating hand appears at a point you You attempt to charm a humanoid you can see
range that lasts for the duration. The illusion also choose within range. The hand lasts for the duration within range. It must make a Wisdom saving throw,
ends if you dismiss it as an action or cast this spell or until you dismiss it as an action. The hand and does so with advantage if you or your
again.<br />If you create a sound, its volume can vanishes if it is ever more than 30 feet away from companions are fighting it. If it fails the saving
range from a whisper to a scream. It can be your you or if you cast this spell again.<br />You can throw, it is charmed by you until the spell ends or
voice, someone else’s voice, a lion’s roar, a beating use your action to control the hand. You can use the until you or your companions do anything harmful
of drums, or any other sound you choose. The hand to manipulate an object, open an unlocked to it. The charmed creature regards you as a
sound continues unabated throughout the duration, door or container, stow or retrieve an item from an friendly acquaintance. When the spell ends, the
or you can make discrete sounds at different times open container, or pour the contents out of a vial. creature knows it was charmed by you.
before the spell ends.<br />If you create an image You can move the hand up to 30 feet each time you At Higher Levels: When you cast this spell using a
of an object—such as a chair, muddy footprints, or use it.<br />The hand can’t attack, activate magic spell slot of 2nd level or higher, you can target one
a small chest—it must be no larger than a 5-foot items, or carry more than 10 pounds. additional creature for each slot level above 1st.
cube. The image can’t create sound, light, smell, or The creatures must be within 30 feet of each other
any other sensory effect. Physical interaction with Abjuration cantrip when you target them.
the image reveals it to be an illusion, because Casting Time:
things can pass through it.<br />If a creature uses Range: Faerie Fire
its action to examine the sound or image, the Target: Evocation 1
creature can determine that it is an illusion with a Components: V S M Casting Time: 1 action
successful Intelligence (Investigation) check Duration: Range: 60 feet
against your spell save DC. If a creature discerns Description: Target: Each object in a 20-foot cube within range
the illusion for what it is, the illusion becomes faint Components: V S M
Healing Word Duration: ConcentrationUp to 1 minute
to the creature.
Evocation 1 Description:
Vicious Mockery Casting Time: 1 bonus action Each object in a 20-foot cube within range is
Enchantment cantrip Range: 60 feet outlined in blue, green, or violet light (your
Casting Time: 1 action Target: A creature of your choice that you can see choice). Any creature in the area when the spell is
Range: 60 feet within range cast is also outlined in light if it fails a Dexterity
Target: A creature you can see and that can hear Components: V S M saving throw. For the duration, objects and affected
you within range Duration: Instantaneous creatures shed dim light in a 10-foot radius.<br
Components: V S M Description: />Any attack roll against an affected creature or
Duration: Instantaneous A creature of your choice that you can see within object has advantage if the attacker can see it, and
Description: range regains hit points equal to 1d4 + your the affected creature or object can’t benefit from
You unleash a string of insults laced with subtle spellcasting ability modifier. This spell has no being invisible.
enchantments at a creature you can see within effect on undead or constructs.

range. If the target can hear you (though it need not At Higher Levels: When you cast this spell using a

understand you), it must succeed on a Wisdom spell slot of 2nd level or higher, the Healing

saving throw or take 1d4 psychic damage and have increases by 1d4 for each slot level above 1st.

disadvantage on the next attack roll it makes before


the end of its next turn.
Disguise Self Enhance Ability Hypnotic Pattern
Illusion 1 Transmutation 2 Illusion 3
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Touch Range: 120 feet
Target: Self Target: A creature Target: A 30-foot cube within range
Components: V S M Components: V S M Components: V S M
Duration: 1 hour Duration: ConcentrationUp to 1 hour Duration: ConcentrationUp to 1 minute
Description: Description: Description:
You make yourself—including your clothing, You touch a creature and bestow upon it a magical You create a twisting pattern of colors that weaves
armor, weapons, and other belongings on your enhancement. Choose one of the following effects; through the air inside a 30-foot cube within range.
person—look different until the spell ends or until the target gains that effect until the spell ends. The pattern appears for a moment and vanishes.
you use your action to dismiss it. You can seem 1 Bear’s Endurance. The target has advantage on Each creature in the area who sees the pattern must
foot shorter or taller and can appear thin, fat, or in Constitution checks. It also gains 2d6 temporary hit make a Wisdom saving throw. On a failed save, the
between. You can’t change your body type, so you points, which are lost when the spell ends. Bull’s creature becomes charmed for the duration. While
must adopt a form that has the same basic Strength. The target has advantage on Strength charmed by this spell, the creature is incapacitated
arrangement of limbs. Otherwise, the extent of the checks, and his or her carrying capacity doubles. and has a speed of 0.<br />The spell ends for an
illusion is up to you.<br />The changes wrought by Cat’s Grace. The target has advantage on Dexterity affected creature if it takes any damage or if
this spell fail to hold up to physical inspection. For checks. It also doesn’t take damage from falling 20 someone else uses an action to shake the creature
example, if you use this spell to add a hat to your feet or less if it isn’t incapacitated. Eagle’s out of its stupor.
outfit, objects pass through the hat, and anyone Splendor. The target has advantage on Charisma
who touches it would feel nothing or would feel checks. Fox’s Cunning. The target has advantage Mass Healing Word

your head and hair. If you use this spell to appear on Intelligence checks. Owl’s Wisdom. The target Evocation 3

thinner than you are, the hand of someone who has advantage on Wisdom checks. Casting Time: 1 bonus action

reaches out to touch you would bump into you At Higher Levels: When you cast this spell using a Range: 60 feet

while it was seemingly still in midair.<br />To spell slot of 3rd level or higher, you can target one Target: Up to six creatures you can see

discern that you are disguised, a creature can use its additional creature for each slot level above 2nd. Components: V

action to inspect your appearance and must succeed Duration: Instantaneous

on an Intelligence (Investigation) check against Mirror image Description:

your spell save DC. Illusion 2 Up to six creatures you can see regain hit points
Casting Time: 1 action equal to 1d4 + your spellcasting ability modifier.
Silence Range: Self This spell has no effect on undead or constructs.
Illusion 2 Target: Self At Higher Levels: The healing increases by 1d4 for
Casting Time: 1 action Components: V S each slot level above 3rd.
Range: 120 feet Duration: 1 action
Target: 20-foot-radius sphere centered on a point Description:
you choose within range Three copies of you appear, moving in sync with
Components: V S M you from the same space. Each time a creature
Duration: ConcentrationUp to 10 minutes attacks you, roll a d20 to see if it hits one of your
Description: copies instead. Rolling 6 or higher if you have all
For the duration, no sound can be created within or three, 8 or higher if only two, or 11 or higher if
pass through a 20-foot-radius sphere centered on a only one is left will result in the copy getting hit
point you choose within range. Any creature or instead of you. A copy's armor class is 10 + your
object entirely inside the sphere is immune to Dexterity modifier and any successful hit will
thunder damage, and creatures are deafened while destroy it. You may dismiss the copies as an action.
entirely inside it. Casting a spell that includes a The spell ends early if all three copies are
verbal component is impossible there. destroyed. An opponent is immune to the effects of
this spell if it can't see, relies on other senses to
perceive the world, or if it can see through
illusions. Categories

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