LVL1 - Bard Sample

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Bard (1) Entertainer

CLASS & LEVEL BACKGROUND PLAYER NAME

Mushroomfolk (Favored)
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
13 2 30
12 2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

1 PERSONALITY TRAITS

Hit Point Maximum


1
Strength
DEXTERITY

14



4

-0
Dexterity
Constitution
8
CURRENT HIT POINTS IDEALS
1
Intelligence
2 0
Wisdom
● 5
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
9

4
Acrobatics (Dex) Total SUCCESSES
-1
0
Animal Handling (Wis) 1d8 FAILURES

1
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
1
Athletics (Str)

13 ●
5
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
1
History (Int) DARKVISION. Accustomed to life
Rapier +4 1d8+2 underground, you can see in dim light within
1 0
Insight (Wis) 60 feet of you as if it were bright light, and in
3
Intimidation (Cha) Dagger +4 1d4+2 darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray.
WISDOM 1
Investigation (Int) FUNGOID FORM. You are a humanoid,
0
Medicine (Wis) though the fungal nature of your body and your
10 ●
3
Nature (Int)
unique diet of decayed vegetable and animal
Rapier: 1d8 piercing, Finesse matter marks you with some plant-like
0 0
Perception (Wis) characteristics. You have advantage on saving
throws against poison, and you have

5
Performance (Cha)
Dagger: 1d4 Piercing, light resistance to poison damage. In addition, you

5
Persuasion (Cha) are immune to disease.
CHARISMA thrown (20/60), Finesse BLESSED HELP. Your intuition and
1
Religion (Int) connection to your allies allows you to assist
16 ●
4
Sleight of Hand (Dex) and protect them. You know the spare the
dying cantrip. When you reach 3rd level, you
2
Stealth (Dex) can cast the bless spell once with this trait and
3 ●
2
Survival (Wis) regain the ability to do so when you finish a
long rest.
SKILLS ATTACKS & SPELLCASTING RESTFUL SPORES. If you or any friendly
creatures within 30 feet of you regain hit points
at the end of a short rest by spending one or
10 PASSIVE WISDOM (PERCEPTION) more Hit Dice, each of those creatures regains
CP Two Musical additional hit points equal to your proficiency
Instruments bonus. Once a creature benefits from your
restful spores, it can’t do so again until it
SP
Disguise Kit finishes a long rest.
Rapier Background Feature: By Popular Demand
You can always find a place to perform,
EP
Four musical instruments usually in an inn or tavern but possibly with a
circus, at a theater, or even in a noble’s court.
Diplomat's pack At such a place, you receive free lodging and
Light Armor GP 15 food of a modest or comfortable standard
(depending on the quality of the
Leather armor establishment), as long as you perform each
Simple weapons, Hand crossbows PP
night. In addition, your performance makes you
Longswords, rapiers, shortswords something of a local figure. When strangers
Dagger recognize you in a town where you have
performed, they typically take a liking to you.

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

RITUAL CASTING
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
Roll for stats BARDIC INSPIRATION
You can inspire others through stirring words or music. To do so, you use a bonus action on your
turn to choose one creature other than yourself within 60 feet of you who can hear you. That
Race: Underworld players creature gains one Bardic Inspiration die, a d6.
guide Once within the next 10 minutes, the creature can roll the die and add the number rolled to one
ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20
before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the
Uncanny Avoidance: Deep roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only
one Bardic Inspiration die at a time.
Magic You can use this feature a number of times equal to your Charisma modifier. You regain any
expended uses when you finish a long rest.
FEAT: WAR CASTER
Undermine Armor: Deep *You have advantage on Constitution saving throws that you make to maintain your concentration
Magic on a spell when you take damage.
*You can perform the somatic components of spells even when you have weapons or a shield in
one or both hands.
*When a hostile creature's movement provokes an opportunity attack from you, you can use your
reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must
have a casting time of 1 action and must target only that creature.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

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

0 CANTRIPS 3 6
Spare the Dying
Vicious Mockery
Uncanny Avoidance

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Healing word

Tasha's Hideous Laughter


4
Undermine Armor

Charm Person
SPELLS KNOWN

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

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