Sie sind auf Seite 1von 2

Bard 1 Folk Hero

High Elf Chaotic good

14 +3 30 Ft I get bored easily. When am I


+0 going to get on with my
+2 destiny?
10
10
+0

+5 Freedom. Tyrants must not be


allowed to oppress the people.
+3 +2

-1

17 -1

+4 I protect those who cannot


protect themselves.

+2 1d8
+5
I’m convinced of the significance of my
14 +1 destiny, and blind to my shortcomings and
the risk of failure.
-1

+0

-1 +2

-1 Darkvision. Accustomed to twilit forests and the night

-1
Dagger +5 1d4+3 sky, you have superior vision in dark and dim conditions.
9 You can see in dim light within 60 feet o f you as if it
were bright light, and in darkness as if it w ere dim light.
+2 Longswor +2 1d8 You can’t discern color in darkness, only shades of gray.
-1
Fey Ancestry. You have advantage on saving throws
+1 against being charmed, and magic can’t put you to
-1 -1
sleep.

Trance. Elves don’t need to sleep. Instead, they


+1 meditate deeply, remaining semiconscious, for 4 hours a
8 day. (The Common word for such meditation is “trance.”)
+2 While meditating, you can dream after a fashion; such
dreams are actually mental exercises that have become
+4
reflexive through years o f practice. After resting in this
-1
way, you gain the same benefit

+2 +3 Rustic hospitality: Since you come from the ranks of the


common folk, you fit in among them with ease. You can
+3 find a place to hide, rest, or recuperate among other
15 commoners, unless you have shown yourself to be a
+1 danger to them. They will shield you from the law or
anyone else searching for you, though they will not risk
their lives for you.

Bardic Inspiration: You can inspire others through stirring


words or music. To do so, you use a bonus action on
11 your turn to choose one creature other than yourself
Dagger, Leather within 60 feet of you who can hear you. That creature
gains one Bardic Inspiration die, a d6.
Armour, Longsword,
Once within the next 10 minutes, the creature can roll
Lute, Backpack,
Proficiencies: light armor, the die and add the number rolled to one ability check,
Bedroll, Candle, attack roll, or saving throw it makes. The creature can
rapier, longsword, shortsword, wait until after it rolls the d20 before deciding to use the
Common clothes, Bardic Inspiration die, but must decide before the DM
shortbow, simple weapons, says whether the roll succeeds or fails. Once the Bardic
Costume, Cook's Inspiration die is rolled, it is lost. A creature can have
and longbow. 10
only one Bardic Inspiration die at a time.
Utensils, Disguise kit,
You can use this feature a number of times equal to your
Iron pot, Rations, (1 Charisma modifier (a minimum of once). You regain any
Languages: Common, Elvish, expended uses when you finish a long rest.
day), Shovel,
Goblin Your Bardic Inspiration die changes when you reach
Waterskin certain levels in this class. The die becomes a d8 at 5th
level, a d10 at 10th level, and a d12 at 15th level.
Prestidigitation
Dancing Lights
Frostbite

Charm person

Cure Wounds

Disguise Self

Thunderwave

Das könnte Ihnen auch gefallen