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Level 3 Changeling Bard, College of Glamour 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


I'm
Courtier Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Bardic Inspiration (Bonus Action—3/Long Rest).


STRENGTH Leather 13 Inspire one creature other than yourself within 60
feet of you who can hear you. It gains one Bardic
PROFICIENCY BONUS +2
10
SHIELD
AC Inspiration die, a d6.Once within the next 10
minutes, the creature can roll the die and add the
N
CIE C
number rolled to one ability check, attack roll, or
+0 Strength saving throw it makes.
Y
PROFI

+0
✘ +4 Dexterity
Song of Rest. You or any friendly creatures who can
+2 Constitution ARMOR CLASS hear your performance regain hp at the end of the
DEXTERITY
+0 Intelligence
short rest by spending one or more Hit Dice, each of
MAXIMUM HIT DICE TEMPORARY those creatures regains an extra 1d6 hit points.
14 ✘
+1 Wisdom

+5 Charisma
16 3d8
Mantle of Inspiration (Bonus Action). Expend one
CONDITIONAL
use of Bardic Inspiration, and choose up to 3
creatures within 60ft of you. Each of them gains 5
+2 temporary HP, and can use its reaction to move up
to its speed, without provoking oppertunity attacks.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
Enthralling Performance (1/Short Rest). When
SAVING THROWS
performing for 1 minute, choose up to 3 creatures
14 N
CIE C

+4 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
within 60ft who watched the whole performance,
they make a DC13 Wisdom save or are charmed by
Y
PROFI


RT

EXPE

VISION INSPIRATION EXHAUSTION you. While charmed, they idolize you, speak
+2 Animal Handling (Wis)
glowingly of you, and hinder anyone that opposes
+2 +1 Arcana (Int) you for 1 hour, or until they take damage, you
attack it, or it sees you attacking any of its allies.
+1 Athletics (Str)
INTELLIGENCE ✘✘ +7 Deception (Cha)

11 ✘
+1 History (Int)
+3 Insight (Wis)
✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +1 Investigation (Int)
+2 Medicine (Wis) Shapechanger (Action). You can change your
WISDOM
appearance and your voice. You determine the
+1 Nature (Int) specifics of the changes, including your coloration,

12 ✘ +3 Perception (Wis) hair length, and sex. You can also adjust your
height and weight, but not so much that your size
✘ +5 Performance (Cha) changes. You can make yourself appear as a
✘✘ +7 Persuasion (Cha) member of another race, though none of your
+1 +1 Religion (Int)
game statistics change. You can’t duplicate the
appearance of a creature you’ve never seen, and
+3 Sleight of Hand (Dex) you must adopt a form that has the same basic
CHARISMA arrangement of limbs that you have. Your clothing
+3 Stealth (Dex) and equipment aren’t changed by this trait.You

17 +2 Survival (Wis) stay in the new form until you use an action to
SKILLS revert to your true form or until you die.

+3 13 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Rapier 5 ft +4 vs AC 1d8+2 piercing
Finesse
FEATURES & TRAITS
Dagger 20/60 +4 vs AC 1d4+2 piercing
Finesse, Light, Thrown
Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons, Crossbow,


Hand, Longsword, Rapier, Shortsword

Tool Proficiencies. Lute, Drum, Flute

Languages. Common, Elvish, Dwarvish, Halfling, Orc

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 33 5'1" + 2d4" 115 + (2d4 x 2d4) lb.
GENDER AGE HEIGHT WEIGHT
I'm
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Residence: Sharn - Lower Tavicks Landing - Foundation District


-Lifestlye = Poor (2sp/d)
-Family secret that I'm was born a changeling, (Changeling mother, human father)
Fiercely Loyal to those he loves -Human brother Erix, Vocal political opposition to Councilman Kilk, Erix murdered night before big speech, I',
deter,omed sp,epme wemt to greatlengths to cover it up. Brother was positioned like an infinity sign. Joined
Councilman Kilk's staff as an average looking human female, Tolri, Freuqents taverns, brothels, and gambling houses as
a bard while working to gather information regartding Erix's death.

Personas:
PERSONALITY TRAITS
- Tolri - Human - Female: 5'4", 110lb - brown hair - brown eyes - small vertical scar behind left ear
- Merrywind - human - male - 34yo - 5'10" - 140lb - athletic build- Mint green hair - green eyes - striking features - purple
Neutral Good cloak - small scar behind left ear.
Regret: was supposed to be at home when Erix was murdered, frequently did unspeakable acts during The Last War for
financial gain, mostly personal reasons, sometimes soverign.
Debt: someone knows who killed Erix and who ordered Erix's murder, and its going to cost I'm greatly.
IDEAL Occupation: guitarist for Dragonmark Force - Through the faerie fire and silver flame.
Band members: Keth, Shavana, Wargod, Merrywind

Easily makes acquaintances. Hesitant to progress


relationships beyond that point

BOND

I'll do anything to get my hands on something rare or


priceless.

FLAW BACKGROUND STORY

Shiftweave outfits:
Feature: Court Functionary 1. Merrywind as he looks like his mini - Code word Perfection - Cloak is waterproof(rolled on session2)
Your knowledge of how bureaucracies function lets 2. Male - Code word - Performance - Vest : Oilslick color and sequins (always unbuttoned), No shirt, More bracelets than
you gain access to the records and inner workings of you can count, skin tight low cut shiny black leather pants, black ankle high boots
any noble court or government you encounter. You 3. Tolri - Code word - Poise - A perfectly tailored grey woven best with black buttons, white longsleeve shirt with black
know who the movers and shakers are, whom to go buttons, simple brown trouses, simple brown ankle high boots.
to for the favors you seek, and what the current
intrigues of interest in the group are. 4. I'm - Code word - Puzzle - simple shirt, simple pants, simple boots (looks like he is from lower tavicks landing).

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Rapier] 1 2
Dagger 1 1
Backpack 1 5
Bedroll 1 7
Clothes, Costume 2 4
Candle 5 —
Rations (1 day) 5 10
Waterskin 1 5
Disguise Kit 1 3
Lute 1 2
[Leather] 1 10
Clothes, Fine 1 6

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

55 lb / 150 lb 300 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

Feather token -
Shiftweave Clothing -

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +5 13 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Bard, College of Glamour

CANTRIPS Minor Illusion Vicious Mockery

1ST LEVEL 4 SPELL SLOTS Charm Person Dissonant Whispers


Healing Word Unseen Servant

2ND LEVEL 2 SPELL SLOTS Hold Person


Minor Illusion Vicious Mockery Charm Person
Illusion Cantrip Enchantment Cantrip 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE 60 feet RANGE 30 feet
DURATION 1 minute DURATION Instantaneous DURATION 1 hour
COMPONENTS S, M (a bit of fleece) COMPONENTS V COMPONENTS V, S

You create a sound or an image of an object within range that lasts You unleash a string of insults laced with subtle enchantments at a You attempt to charm a humanoid you can see within range. It must
for the duration. The illusion also ends if you dismiss it as an action or creature you can see within range. If the target can hear you (thought make a Wisdom saving throw, and does so with advantage if you or
cast this spell again. If you create a sound, its volume can range from it need not understand you), it must succeed on a Wisdom saving your companions are fighting it. If it fails the saving throw, it is
a whisper to a scream. It can be your voice, someone else’s voice, a throw or take 1d4 psychic damage and have disadvantage on the charmed by you until the spell ends or until you or your companions
lion’s roar, a beating of drums, or any other sound you choose. The next attack roll it makes before the end of its next turn. This spell’s do anything harmful to it. The charmed creature regards you as a
sound continues unabated throughout the duration, or you can make damage increases by 1d4 when you reach 5th level (2d4), 11th level friendly acquaintance. When the spell ends, the creature knows it
discrete sounds at different times before the spell ends. If you create (3d4) and 17th level (4d4) was charmed by you.
an image of an object—such as a chair, muddy footprints, or a small At Higher Levels. When you cast this spell using a spell slot of 2nd
chest—it must be no larger than a 5-foot cube. The image can’t level or higher, you can target one additional creature for each slot
create sound, light, smell, or any other sensory effect. Physical level above 1st. The creatures must be within 30 feet of each other
interaction with the image reveals it to be an illusion, because things when you target them.
can pass through it. If a creature uses its action to examine the sound
or image, the creature can determine that it is 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.

Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook

Dissonant Whispers Healing Word Unseen Servant


1st-level enchantment 1st-level evocation 1st-level conjuration (ritual)

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 60 feet RANGE 60 feet RANGE 60 feet
DURATION Instantaneous DURATION Instantaneous DURATION 1 hour
COMPONENTS V COMPONENTS V COMPONENTS V, S, M (a piece of string and a bit of wood)

You whisper a discordant melody that only one creature of your A creature of your choice that you can see within range regains hit This spell creates an invisible, mindless, shapeless, Medium force that
choice within range can hear, wracking it with terrible pain. The points equal to 1d4 + your spellcasting ability modifier. This spell has performs simple tasks at your command until the spell ends. The
target must make a Wisdom saving throw. On a failed save, it takes no effect on undead or constructs. servant springs into existence in an unoccupied space on the ground
3d6 psychic damage and must immediately use its reaction , if At Higher Levels. When you cast this spell using a spell slot of 2nd within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t
available, to move as far as its speed allows away from you. The level or higher, the healing increases by 1d4 for each slot level above attack. If it drops to 0 hit points, the spell ends.
creature doesn’t move into obviously dangerous ground, such as a 1st. Once on each of your turns as a bonus action, you can mentally
fire or a pit. On a successful save, the target takes half as much command the servant to move up to 15 feet and interact with an
damage and doesn’t have to move away. A deafened creature object. The servant can perform simple tasks that a human servant
automatically succeeds on the save. could do, such as fetching things, cleaning, mending, folding clothes,
At Higher Levels. When you cast this spell using a spell slot of 2nd lighting fires, serving food, and pouring wine. Once you give the
level or higher, the damage increases by 1d6 for each slot level above command, the servant performs the task to the best of its ability until
1st. it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it
more than 60 feet away from you, the spell ends.

Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook

Hold Person
2nd-level enchantment

CASTING TIME 1 action


RANGE 60 feet
DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a small, straight piece of iron)

Choose a humanoid that you can see within range. The target must
succeed on a Wisdom saving throw or be paralyzed for the duration.
At the end of each of its turns, the target can make another Wisdom
saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, you can target on additional humanoid for each slot
level above 2nd. The humanoids must be within 30 feet of each other
when you target them.

Spellcasting (Bard) Player’s Handbook


Rapier Dagger Backpack
Weapons Weapons Adventuring Gear

A backpack is a leather pack carried on the back, typically


with straps to secure it. A backpack can hold 1 cubic foot/
30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

2 lb. Player’s Handbook 1 lb. Player’s Handbook 5 lb. Player’s Handbook

Bedroll Clothes, Costume Candle


Adventuring Gear Adventuring Gear Adventuring Gear

For 1 hour, a candle sheds bright light in a 5-foot radius and


dim light for an additional 5 feet.

7 lb. Player’s Handbook 4 lb. Player’s Handbook — Player’s Handbook

Rations (1 day) Waterskin Disguise Kit


Adventuring Gear Adventuring Gear Tools

Rations consist of dry foods suitable for extended travel, The perfect tool for anyone who wants to engage in trickery, a disguise
including jerky, dried fruit, hardtack, and nuts. kit enables its owner to adopt a false identity.
Components. A disguise kit includes cosmetics, hair dye, small props,
and a few pieces of clothing.
Deception. In certain cases, a disguise can improve your ability to
weave convincing lies.
Intimidation. The right disguise can make you look more fearsome,
whether you want to scare someone away by posing as a plague victim
or intimidate a gang of thugs by taking the appearance of a bully.
Performance. A cunning disguise can enhance an audience’s
enjoyment of a performance, provided the disguise is properly designed
to evoke the desired reaction.
Persuasion. Folk tend to trust a person in uniform. If you disguise
yourself as an authority figure, your efforts to persuade others are often
more effective.
Create Disguise. As part of a long rest, you can create a disguise. It
takes you 1 minute to don such a disguise once you have created it. You
can carry only one such disguise on you at a time without drawing undue
attention, unless you have a bag of holding or a similar method to keep
them hidden. Each disguise weighs 1 pound.
At other times, it takes 10 minutes to craft a disguise that involves
moderate changes to your appearance, and 30 minutes for one that
requires more extensive changes.
DISGUISE KIT
Activity DC
Cover injuries or distinguishing marks 10
Spot a disguise being used by someone else 15
Copy a humanoid’s appearance 20

2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook 3 lbs. Player’s Handbook
Lute Leather Clothes, Fine
Musical Instruments Armor Adventuring Gear

If you have proficiency with the lute, you can add your The breastplate and shoulder protectors of this armor are
proficiency bonus to any ability checks you make to play made of leather that has been stiffened by being boiled in
music with the instrument. A bard can use a musical oil. The rest of the armor is made of softer and more
instrument as a spellcasting focus. flexible materials.

2 lbs. Player’s Handbook 10 lb. Player’s Handbook 6 lb. Player’s Handbook

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