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Bard (3) Charlatan

CLASS & LEVEL BACKGROUND PLAYER NAME

Elf/Drow Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 +4 30
0 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

10 PERSONALITY TRAITS

Hit Point Maximum 21


0 Strength
DEXTERITY ●
+5 Dexterity

+3 +1 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS

17 -1 Wisdom

+5 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+1 ●
+5 Acrobatics (Dex) Total 3d8 SUCCESSES

13 0 Animal Handling (Wis) FAILURES

+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
+1 Athletics (Str)

0 ●
+7 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

10 ●
+1 Insight (Wis)
Dagger +5 1d4 + 3 piercing
Darkvision: 120 ft.
WISDOM

+5 Intimidation (Cha)
+1 Investigation (Int)
Rapier +5 1d8 + 3 piercing
Immunities:
0 Medicine (Wis)
Crossbow, hand +5 1d6 + 3 piercing
magical-sleep
-1 +1 Nature (Int)

+1 Perception (Wis)
8 ●
+5 Performance (Cha) (additional
CHARISMA

+5 Persuasion (Cha)
+1 Religion (Int)
features & traits
+3 ●
+5 Sleight of Hand (Dex) on last page)

+7 Stealth (Dex)
16 0 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

11 PASSIVE WISDOM (PERCEPTION)


CP Leather (1);
Waterskin (1);
SP
Tool Proficiencies: Disguise Kit; Candle (5);
Drum; Flute; Forgery Kit; Lute Disguise Kit (1);
EP

Weapon Proficiencies: Bedroll (1);


Crossbow, hand; Longsword; GP
15 Rations (1 day)
Rapier; Shortsword; Simple (5); Costume (2);
Armor Proficiencies: Light PP
Backpack (1);
Clothes, fine (1);
Language Proficiencies:
Common; Elvish Lute (1)
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Bard, Drow Charisma 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Dancing Lights
Friends
Vicious Mockery

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Cure Wounds

Faerie Fire
4
T.'s Hideous Laughter

Thunderwave
SPELLS KNOWN

2 2
Shatter

Silence
Suggestion
5

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

----------Bonus Actions----------
Bardic Inspiration. Inspire another creature with a 1d6 that it
can, within the next 10 min., add to a d20 roll (use 3 times/long
rest).

-------------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------------
Drow Magic. You know the dancing lights cantrip. When you
reach 3rd level, you can cast faerie fire once, and it recharges
after a long rest. When you reach 5th level, you can cast
darkness once, and it recharges after a long rest. Charisma is
your spellcasting ability for these spells.

Drow Weapon Training. You have proficiency with rapiers,


shortswords, and hand crossbows.

Fey Ancestry. Advantage on charmed saves and immune to


sleep magic.

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.

Sunlight Sensitivity. You have disadvantage on attack rolls and


Wisdom (Perception) checks that rely on sight when you, the
target of the attack, or whatever you are trying to perceive is in
direct sunlight.

Trance. Trance 4 hrs. instead of sleep 8.


Page 1

Level-1 evocation Abjuration cantrip Level-2 evocation


Cure Wounds Friends Shatter
1 act. Touch V,S Inst 1 act. Self S,M 1 min 1 act. 60 ft V,S,M Inst
A creature you touch regains a number of hit For the duration, you have advantage on all A sudden loud ringing noise, painfully
points equal to 1d8 + your spellcasting ability Charisma checks directed at one creature of intense, erupts from a point of your choice
modifier. This spell has no effect on undead your choice that isn't hostile toward you. within range. Each creature in a
or constructs. At Higher Levels. When you When the spell ends, the creature realizes 10-foot-radius sphere centered on that point
cast this spell using a spell slot of 2nd level or that you used magic to influence its mood must make a Constitution saving throw. A
higher, the healing increases by 1d8 for each and becomes hostile toward you. A creature creature takes 3d8 thunder damage on a
slot level above 1st. prone to violence might attack you. Another failed save, or half as much damage on a
creature might seek retribution in other ways successful one. A creature made of inorganic
(at the DM's discretion), depending on the material such as stone, crystal, or metal has
nature of your interaction with it. disadvantage on this saving throw. A
nonmagical object that isn't being worn or
carried also takes the damage if it's in the
spell's area. At Higher Levels. When you cast
this spell using a spell slot of 3rd level or
higher, the damage increases by 1d8 for
each slot level above 2nd.

Bard DC 13 Mod +5 Bard DC 13 Mod +5 Bard DC 13 Mod +5

Level-2 illusion Level-2 enchantment Level-1 enchantment


Silence Suggestion T.'s Hideous Laughter
1 act. 120 ft V,S Conc, 10 mins 1 act. 30 ft V,M Conc, 8 hrs 1 act. 30 ft V,S,M Conc, 1 min
For the duration, no sound can be created You suggest a course of activity (limited to a A creature of your choice that you can see
within or pass through a 20-foot-radius sentence or two) and magically influence a within range perceives everything as
sphere centered on a point you choose within creature you can see within range that can hilariously funny and falls into fits of laughter
range. Any creature or object entirely inside hear and understand you. Creatures that if this spell affects it. The target must succeed
the sphere is immune to thunder damage, can't be charmed are immune to this effect. on a Wisdom saving throw or fall prone,
and creatures are deafened while entirely The suggestion must be worded in such a becoming incapacitated and unable to stand
inside it. Casting a spell that includes a verbal manner as to make the course of action up for the duration. A creature with an
component is impossible there. sound reasonable. Asking the creature to Intelligence score of 4 or less isn't affected. At
stab itself, throw itself onto a spear, immolate the end of each of its turns, and each time it
itself, or do some other obviously harmful act takes damage, the target can make another
ends the spell. The target must make a Wisdom saving throw. The target has
Wisdom saving throw. On a failed save, it advantage on the saving throw if it's triggered
pursues the course of action you described to by damage. On a success, the spell ends.
the best of its ability. The suggested course
of action can continue for the entire duration.
If the suggested activity can be completed in
a shorter time, the spell ends when the
subject finishes what it was asked to do. You
can also specify conditions that will trigger a
special activity during the duration. For
example, you might suggest that a knight give
Bard DC 13 Mod +5 Bard DC 13 Mod +5 Bard DC 13 Mod +5

Level-1 evocation Enchantment cantrip Evocation cantrip


Thunderwave Vicious Mockery Dancing Lights
1 act. Self V,S Inst 1 act. 60 ft V Inst 1 act. 120 ft V,S,M Conc, 1 min
A wave of thunderous force sweeps out from You unleash a string of insults laced with You create up to four torch-sized lights within
you. Each creature in a 15-foot cube subtle enchantments at a creature you can range, making them appear as torches,
originating from you must make a see within range. If the target can hear you lanterns, or glowing orbs that hover in the air
Constitution saving throw. On a failed save, a (though it need not understand you), it must for the duration. You can also combine the
creature takes 2d8 thunder damage and is succeed on a Wisdom saving throw or take four lights into one glowing vaguely humanoid
pushed 10 feet away from you. On a 1d4 psychic damage and have disadvantage form of Medium size. Whichever form you
successful save, the creature takes half as on the next attack roll it makes before the choose, each light sheds dim light in a 10-foot
much damage and isn't pushed. In addition, end of its next turn. This spell's damage radius. As a bonus action on your turn, you
unsecured objects that are completely within increases by 1d4 when you reach 5th level can move the lights up to 60 feet to a new
the area of effect are automatically pushed 10 (2d4), 11th level (3d4), and 17th level (4d4). spot within range. A light must be within 20
feet away from you by the spell's effect, and (see PHB 285 for more details) feet of another light created by this spell, and
the spell emits a thunderous boom audible a light winks out if it exceeds the spell's
out to 300 feet. At Higher Levels. When you range.
cast this spell using a spell slot of 2nd level or
higher, the damage increases by 1d8 for
each slot level above 1st.

Bard DC 13 Mod +5 Bard DC 13 Mod +5 Drow DC 13 Mod +5


Page 1 (reverse)

Suggestion (reverse)
her warhorse to the first beggar she meets. If
the condition isn't met before the spell
expires, the activity isn't performed. If you or
any of your companions damage the target,
the spell ends.
Page 2

Level-1 evocation
Faerie Fire
1 act. 60 ft V Conc, 1 min
Each object in a 20-foot cube within range is
outlined in blue, green, or violet light (your
choice). Any creature in the area when the
spell is cast is also outlined in light if it fails a
Dexterity saving throw. For the duration,
objects and affected creatures shed dim light
in a 10-foot radius. Any attack roll against an
affected creature or object has advantage if
the attacker can see it, and the affected
creature or object can't benefit from being
invisible.

Drow DC 13 Mod +5
Page 2 (reverse)

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