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Name: *twang* (Strummer) Player: Finn Show extra features

1 Class: Bard
Experience: Add: Next level: 300
Background: Urchin
LEVEL Race: Kenku Size: Medium Height: 4'11" Weight: 78lb
Gender: M Hair: None Eyes: Black Skin: Magpie Colouring
Age: 15 Alignment: Neutral Faith: Milil

Skills
Abilities
ADV
DIS BONUS NAME (ABILITY) PROF. EXP.
Show 2nd DC +4 Acrobatics (DEX)
Ability Save DC +4 Animal Handling (WIS)
+2
ABILITY MODIFIER SAVING THROW PROF.
BONUS
PROFICIENCY +1 Arcana (INT)
10 STR 0 0
BONUS +
8+
13
Cha 0 Athletics (STR)
STRENGTH

Senses +5 Deception (CHA)


15 DEX +2 +4 +1 History (INT)
Proficiency
DEXTERITY
14 Passive Perception
Bonus +2 Insight (WIS)
12 CON +1 +1 +3 Intimidation (CHA)
CONSTITUTION INSPIRATION
+1 Investigation (INT)

13 INT +1 +1 Limited Features SR LR Dawn +2 Medicine (WIS)


INTELLIGENCE
FEATURE MAX. USAGES RECOVERY USED +1 Nature (INT)

14 WIS +2 +2 Bardic Inspiration (d6) 3 LR +4 Perception (WIS)


WISDOM
+5 Performance (CHA)

16 CHA +3 +5 +5 Persuasion (CHA)


CHARISMA
+1 Religion (INT)
+4 Sleight of Hand (DEX)
Saving Throw Advantages / Disadvantages +4 Stealth (DEX)
+2 Survival (WIS)
+4 Thieves' Tools (Dex)
SPEED
DEX MISC. SPEED ENCUMBERED
Combat +2 Initiative 2 + 30 ft 20 ft
Defense Health
AC DURING REST Set Max HP WOUNDS
11 ARMOR
BONUS Leather
+

13
SHIELD TEMPORARY HP
BONUS CURRENT
+ RESISTANCE
AC 2
+
DEXTERITY
MOD
MEDIUM ARMOR (MAX = 2)
HEAVY ARMOR (MOD = 0)
STEALTH
DISADV.
HP 9 Heal
DIE LIVE
1 × d8 + 1
MAGIC
+
MAX HIT POINTS I DC10 I
MISC
MOD 1 × + II II
+ RECOVER HALF OF YOUR MAXIMUM HIT III III
MISC HALF DAMAGE × +
MOD 2 HIT DICE AFTER A LONG REST. DICE
LEVEL DIE CON USED DEATH SAVING THROWS

Attacks ATTACKS
PER ACTION 1 Actions
D PROF ABILITY D D AND

Rapier ✔ Dex Melee +4 1d8+2 Piercing Attack / Cast a Spell


Finesse Dash / Disengage / Dodge
Escape Grapple / Help / Hide
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Ready / Search / Use Object


Overrun / Tumble (or as bonus action)

As 1 attack: Disarm / Grapple / Shove

Find Familiar (dismiss/reappear)

Use familiar's senses


BONUS ACTIONS REACTIONS USED THIS ROUND

Bardic Inspiration Opportunity Attack

TYPE TOTAL TYPE TOTAL


0
Reload AMMUNITION Reload AMMUNITION
Add Features

Features Background
PERSONALITY TRAITS
Racial Traits I like to squeeze into compact places where nobody can harm me.

Kenku (+2 Dexterity, +1 Wisdom)


Expert Forgery: Kenku can duplicate other creatures' handwriting and craftwork. I have IDEAL
advantage on all checks made to produce forgeries or duplicates of existing objects.
Aspiration: I'm going to prove that I'm worthy of a better life. (Any)
Mimicry: I can mimic any sounds I have heard, including voices, but can otherwise not
speak. Creatures hearing these sounds can determine they are imitations with a successful
Wisdom (Insight) check opposed by my Charisma (Deception).
BOND
I'm the benefactor of an orphanage so others may be kept from enduring what I was forced
to endure.

Class Features FLAW


It's not theft if I have more use for it than someone else.
Bard, level 1:
◆ Bardic Inspiration (Bard 1, PHB 53) [d6, Charisma modifier per long rest]
As a bonus action, a creature in 60 ft that can hear me gets an inspiration die (max 1)
For 10 min, the recipient can add it to one ability check, attack roll, or saving throw Feats
This addition can be done after seeing the d20 roll, but before knowing the outcome
◆ Spellcasting (Bard 1, PHB 52) [2 cantrips & 4 spells known]
FEAT:
I can cast bard cantrips/spells that I know, using Charisma as my spellcasting ability
I can use a musical instrument as a spellcasting focus
I can cast my known bard spells as rituals if they have the ritual tag

FEAT:

FEAT:

FEAT:

FEAT:

Add Equipment

Equipment
ADVENTURING GEAR # LBS ADVENTURING GEAR # LBS
Backpack, with 5 Rapier 1 2

- Bedroll 7 Leather armor 10

- Costumes 2 4 Common clothes 3

- Candles 5 Token from my parents


- Rations, days of 5 2 Pet mouse 0,1

- Waterskin 5 Belt pouch (with coins) 1

- Disguise kit 3

- Lyre 2

- Map of the city


- Small knife 0,5

Background Feature
City Secrets
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I know the secret patterns and flow to cities and can find passages through the urban
sprawl that others would miss. When I am not in combat, I (and companions I lead) can
travel between any two locations in the city twice as fast as my speed would normally
allow.
ATTUNED MAGICAL ITEMS (MAX 3)

Proficiencies
SUBTOTAL 40,5 SUBTOTAL 16,1

ARMOR: LIGHT MEDIUM HEAVY SHIELDS OTHER: ENCUMBERED HEAVILY ENCUMBERED PUSH/DRAG/LIFT TOTAL WEIGHT
51 - STR × 5 101 - STR × 10 151 - STR × 15 - 30
WEAPONS: SIMPLE MARTIAL OTHER: Hand Crossbow, Longsword, Rapier, Shortsword 56,8 lb
100 lb -10 FT SPEED
150 lb -D20 FT SPEED
ISADV. STR, DEX, CON
300 lb SPEED = 5 FT
GEAR & COINS
Languages Tools & Others PLATINUM
= 10 GP
GOLD
=10 SP
ELECTRUM
= 5 SP
SILVER
= 10 CP
COPPER LIFESTYLE:
Modest
Common Lyre Thieves' tools 10 DAILY PRICE: 1 gp
Auran Pan Pipes
GEMS AND OTHER VALUABLES:
Lute
Disguise kit
©DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST
CHARACTER: *twang* (Strummer)

Status Possessions

Exhaustion Magic Items


LEVEL EFFECT (CUMULATIVE) MAGIC ITEM: ATTUNED

SOME FOOD AND DRINK.


PROVIDED THAT YOU ALSO INGESTED
THE EXHAUSTION LEVEL BY 1,
FINISHING A LONG REST REDUCES
1 Disadvantage on Ability Checks
2 Speed halved

©DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST
3 Disadvantage on Attack Rolls and Saving Throws
MAGIC ITEM: ATTUNED
4 Hit Point maximum halved
5 Speed reduced to 0
ig
g
6 Death
MAGIC ITEM: ATTUNED

Conditions
Blinded Petrified
Fail checks involving sight. Attacks have Incapacitated. Can’t move or speak. Unaware
disadvantage. Enemy attacks have advantage. of surroundings. Resistance to all damage. MAGIC ITEM: ATTUNED
Immune to poison/disease. Fail Str and Dex
Charmed saving throws. Enemy attacks have advantage.
Can’t harm/attack charmer. Charmer has Stop aging. Weight increases by factor 10.
advantage on ability checks to interact socially.
Poisoned
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing. MAGIC ITEM: ATTUNED
Prone
Frightened Crawl (at ½ speed) or stand up (costs ½ speed).
Disadvantage to checks/attacks while source Attacks have disadvantage. Enemy attacks
of fear is in sight. Can’t willingly move closer have advantage within 5 ft and disadvantage if
to the source of fear. further away.

Grappled Restrained
Speed 0, regardless of bonus. Disadvantage on
Speed drops to 0, regardless of any bonus.
Dex saving throws. Attacks have disadvantage. MAGIC ITEM: ATTUNED
Enemy attacks have advantage.
Incapacitated
Can’t take actions or reactions.
Stunned
Incapacitated. Can’t move. Can speak only
Invisible falteringly. Fail Str and Dex saving throws.
Can’t be seen, but noise and tracks. Attacks Enemy attacks have advantage.
have advantage, enemy attacks disadvantage.
Unconscious MAGIC ITEM: ATTUNED
Paralyzed Incapacitated. Can’t move or speak. Unaware
Incapacitated. Can’t move or speak. Fail Str of surroundings. Drop everything. Fail Str
and Dex saving throws. Enemy attacks have and Dex saving throws. Enemy attacks have
advantage. Enemy attacks within 5 ft are advantage. Enemy attacks within 5 ft are
critical hits. critical hits.

Choose Visible Sections

Combat Rules Extra Equipment


GEAR # LBS GEAR # LBS
Dash Action Gain your speed as extra movement for this turn.

Disengage Action Your movement doesn’t provoke opportunity attacks for this turn.
Attack rolls from attackers you can see have disadvantage and you have
Dodge Action
advantage on Dex saving throws until the start of your next turn.
Escape a grapple by winning a Str (Athletics) or Dex (Acrobatics) check
Escape Action
vs. grappler’s Str (Athletics) check.
Give an ally advantage on next ability check or attack roll vs. an opponent
Help Action
within 5 ft of you, if done before the start of your next turn.
Hide from those that can’t perceive you. Your Dex (Stealth) check is the
Hide Action
DC for anybody’s Wis (Perception) check to discover you.
Action or Move through opponent’s space once by winning opposing Str (Athletics)
Overrun* Bonus Action check. Advantage if you are larger and disadvantage if you are smaller.
Choose an action that you will take in response to a set trigger. Taking
Ready Action
the action uses your reaction. Readying a spell requires concentration.

Search Action Search for something with a Wis (Perception) or Int (Investigation) check.
Action or Move through opponent’s space once this turn by winning opposing
Tumble* Bonus Action Dex (Acrobatics) check.
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You can interact with an object once per turn for free. A second interaction
Use Object Action and special cases take an action to complete (e.g. draw a second weapon,
equip a shield, drink a potion, retrieve an item from a backpack).
Knock an item from grasp by winning weapon attack roll vs. opponent’s
Disarm* Attack Str (Athletics) or Dex (Acrobatics) check. Disadvantage if item is held by
two hands. A larger opponent has advantage, smaller has disadvantage. TOTAL WEIGHT TOTAL WEIGHT
With a free hand, give the grappled condition to an opponent that is
Grapple
Other Holdings
Attack within reach and up to one size larger than you by winning Str (Athletics)
check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
Melee Mark target of a melee attack. Next opportunity attack against the mark
Mark* Attack before the end of your next turn has advantage and doesn’t use a reaction.
Move opponent 5 ft or make prone by winning opposing Str (Athletics)
Shove Attack
check. Disadvantage if trying to move the opponent to a side.*
Move Bring grappled opponent along as part of your move. You move at half
Move
Grappled speed unless the opponent is two or more sizes smaller than you.
*This action is an optional rule introduced in the Dungeon Master Guide (and is therefore not eligible in Adventurer’s League play).

Half Cover Gain +2 to AC and +2 to Dex saving throws.

Three-Quarters Cover Gain +5 to AC and +5 to Dex saving throws.


Can’t be targeted directly by attack or spell.
Total Cover
Some spells can reach you by including you in its area of effect.
Background

Character History

Character Portrait

Appearance

Enemies

Allies & Organizations


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (Colorful - A4)

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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (Colorful - A4)
CHARACTER: *twang* (Strummer)
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Spell
Slots

Bard Spells Spell attack modifier: +5 Spellcasting ability


Spell save DC: 13 Charisma

Cantrips (0 Level)
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Mending Repair a single broken object no larger than 1 cu ft; can't restore magic to broken magic item — Trans 1 min Touch V,S,M Instantaneous P 259
Vicious Mockery 1 creature save or 1d4 Psychic dmg and dis. on next attack roll; +1d4 at CL 5, 11, and 17 Wis Ench 1a 60 ft V Instantaneous P 285

1st Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Animal Friendship 1+1/SL beasts Int<4 save or charmed for the duration Wis Ench 1a 30 ft V,S,M 24 h P 212
Cure Wounds 1 creature is healed for 1d8+1d8/SL+spellcasting ability modifier hp — Evoc 1a Touch V,S Instantaneous P 230
Dissonant Whispers 1 crea 3d6+1d6/SL Psychic dmg and flee; save halves and no fleeing; deaf crea are immune Wis Ench 1a 60 ft V Instantaneous P 234
Thunderwave All crea/obj in area 2d8+1d8/SL Thunder dmg, pushed 10 ft away; save halves and not pushed Con Evoc 1a 15-ft cube V,S Instantaneous P 282

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.997 (Colorful - A4); Spell Sheet 1/1 ©DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST

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