Character Level, Race, & Class Experience: Dexterity Strength
Character Level, Race, & Class Experience: Dexterity Strength
Character Level, Race, & Class Experience: Dexterity Strength
STEALTH DISADVANTAGE
14 ✘
-1 Wisdom
+7 Charisma
9 1d8
CONDITIONAL
+2
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
13 N
CIE C
+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI
RT
EXPE
10 +0 History (Int)
-1 Insight (Wis)
✘ +7 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +0 Investigation (Int)
-1 Medicine (Wis) Hellish Resistance. You have resistance to fire
WISDOM
damage.
+0 Nature (Int)
20 ✘ +1 Survival (Wis)
SKILLS
+5 9 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You come from a humble social rank, but you are destined for so much more. Already the people of your home village
regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the
common folk everywhere.
I’m confident in my own abilities and do what I can
to instill confidence in others.
Thinking is for other people. I prefer action.
PERSONALITY TRAITS
IDEAL
BOND
Rustic Hospitality
Since you come from the ranks of the common folk,
you fit in among them with ease. You can find a
place to hide, rest, or recuperate among other
commoners, unless you have shown yourself to be a
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.
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
[Studded Leather] 1 13
0 0 0 0 0
15 lb / 150 lb 300 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +7 15 N/A
You create up to four torch-sized lights within range, making them You manifest a minor wonder, a sign of supernatural power, within You unleash a string of insults laced with subtle enchantments at a
appear as torches, lanterns, or glowing orbs that hover in the air for range. You create one of the following magical effects within range: creature you can see within range. If the target can hear you (thought
the duration. You can also combine the four lights into one glowing • Your voice booms up to three times as loud as normal for 1 it need not understand you), it must succeed on a Wisdom saving
vaguely humanoid form of Medium size. Whichever form you choose, minute. throw or take 1d4 psychic damage and have disadvantage on the
each light sheds dim light in a 10-foot radius. As a bonus action on • You cause flames to flicker, brighten, dim, or change color for 1 next attack roll it makes before the end of its next turn. This spell’s
your turn, you can move the lights up to 60 feet to a new spot within minute. damage increases by 1d4 when you reach 5th level (2d4), 11th level
range. A light must be within 20 feet of another light created by this • You cause harmless tremors in the ground for 1 minute. (3d4) and 17th level (4d4)
spell, and a light winks out if it exceeds the spell’s range. • You create an instantaneous sound that originates from a point
of your choice within range, such as a rumble of thunder, the cry of a
raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly
open or slam shut.
• You alter the appearance of your eyes for 1 minute. If you cast
this spell multiple times, you can have up to three of its 1-minute
effects active at a time, and you can dismiss such an effect as an
action.
Spellcasting (Bard) Player’s Handbook Infernal Legacy (Tiefling) Player’s Handbook Spellcasting (Bard) Player’s Handbook
A creature you touch regains a number of hit points equal to 1d8 + You make yourself—including your clothing, armor, weapons, and You whisper a discordant melody that only one creature of your
your spellcasting ability modifier. This spell has no effect on undead other belongings on your person—look different until the spell ends choice within range can hear, wracking it with terrible pain. The
or constructs. or until you use your action to dismiss it. You can seem 1 foot shorter target must make a Wisdom saving throw. On a failed save, it takes
At Higher Levels. When you cast this spell using a spell slot of 2nd or taller and can appear thin, fat, or in between. You can’t change 3d6 psychic damage and must immediately use its reaction , if
level or higher, the healing increases by 1d8 for each slot level above your body type, so you must adopt a form that has the same basic available, to move as far as its speed allows away from you. The
1st. arrangement of limbs. Otherwise, the extent of the illusion is up to creature doesn’t move into obviously dangerous ground, such as a
you. fire or a pit. On a successful save, the target takes half as much
The changes wrought by this spell fail to hold up to physical damage and doesn’t have to move away. A deafened creature
inspection. For example, if you use this spell to add a hat to your automatically succeeds on the save.
outfit, objects pass through the hat, and anyone who touches it At Higher Levels. When you cast this spell using a spell slot of 2nd
would feel nothing or would feel your head and hair. If you use this level or higher, the damage increases by 1d6 for each slot level above
spell to appear thinner than you are, the hand of someone who 1st.
reaches out to touch you would bump into you while it was
seemingly still in midair.
To discern that you are disguised, a creature can use its action to
inspect your appearance and must succeed on an Intelligence
(Investigation) check against your spell save DC.
Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook
Faerie Fire
1st-level evocation
RANGE 5 ft
ATTACK +4 vs AC
DAMAGE 1d8+2 piercing
Finesse
Rapier Studded Leather
Weapons Armor
Many creatures in the worlds of D&D, especially those that You have resistance to fire damage. You know the thaumaturgy cantrip. When you reach 3rd
dwell underground, have darkvision. Within a specified level, you can cast the hellish rebuke spell as a 2nd-level
range, a creature with darkvision can see in darkness as if spell once with this trait and regain the ability to do so
the darkness were dim light, so areas of darkness are only when you finish a long rest. When you reach 5th level, you
lightly obscured as far as that creature is concerned. can cast the darkness spell once with this trait and regain
However, the creature can’t discern color in darkness, only the ability to do so when you finish a long rest. Charisma is
shades of gray. your spellcasting ability for these spells.
Bardic Inspiration
Class Feature