Bardo 1

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Level 1 Human Bard 250

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Bardo
Urban Bounty Hunter Chaotic Good Tymora Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Dual Wielder. +1 bonus to AC while you are


STRENGTH Studded Leather 17 wielding a separate melee weapon in each
hand.You can use two-weapon fighting even when
PROFICIENCY BONUS +2
10
SHIELD
AC the one-handed melee weapons you are wielding
aren’t light.You can draw or stow two one-handed
N
CIE C
Dual Wielder (1) weapons when you would normally be able to draw
+0 Strength or stow only one.
Y
PROFI

+0
✘ +6 Dexterity
Bardic Inspiration (Bonus Action—3/Long Rest).
+3 Constitution ARMOR CLASS Inspire one creature other than yourself within 60
DEXTERITY
+1 Intelligence
feet of you who can hear you. It gains one Bardic
MAXIMUM HIT DICE TEMPORARY Inspiration die, a d6.Once within the next 10
18 ✘
+1 Wisdom

+5 Charisma
11 1d8 minutes, the creature can roll the die and add the
number rolled to one ability check, attack roll, or
CONDITIONAL
saving throw it makes.
+4
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS

16 N
CIE C

+6 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI


RT

EXPE

+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+3 +1 Arcana (Int)
✘ +2 Athletics (Str)
INTELLIGENCE +3 Deception (Cha)

12 +1 History (Int)
+1 Insight (Wis)
+3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+1 ✘ +3 Investigation (Int)
+1 Medicine (Wis)
WISDOM +1 Nature (Int)

12 ✘ +3 Perception (Wis)
+3 Performance (Cha)
✘ +5 Persuasion (Cha)
+1 +1 Religion (Int)
+4 Sleight of Hand (Dex)
CHARISMA ✘ +6 Stealth (Dex)

16 +1 Survival (Wis)
SKILLS

+3 13 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +4 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Shortsword +1 5 ft +7 vs AC 1d6+5 piercing
Finesse, Light
FEATURES & TRAITS
Dagger +2 20/60 +8 vs AC 1d4+6 piercing
Finesse, Light, Thrown

Rapier 5 ft +6 vs AC 1d8 +4 piercing Armor Proficiencies. Light Armor


Finesse
Weapon Proficiencies. Simple Weapons, Crossbow,
Crossbow, Light 80/320 +6 vs AC 1d8+4 piercing Hand, Longsword, Rapier, Shortsword
Ammunition, Loading, Two-Handed
Tool Proficiencies. Horn, Flute, Pan flute, Thieves’
tools, Dice set

Languages. Common, Elvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 30 6'0" 166 lb.
GENDER AGE HEIGHT WEIGHT
Bardo Brown White Brown
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Before you became an adventurer, your life was already full of conflict and excitement, because you made a living
tracking down people for pay. Unlike some people who collect bounties, though, you aren’t a savage who follows quarry
into or through the wilderness. You’re involved in a lucrative trade, in the place where you live, that routinely tests your
skills and survival instincts. What’s more, you aren’t alone, as a bounty hunter in the wild would be: you routinely
interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you
succeed.

You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you
are someone who has your ear to the street, aware of the doings of thieves’ guilds and street gangs. You might be a
PERSONALITY TRAITS
"velvet mask" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that
prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of
Faerûn’s great metropolises, such as Waterdeep or Baldur’s Gate, or a less populous location, perhaps Luskan or Yartar-
any place that’s large enough to have a steady supply of potential quarries.

As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn’t fit with
IDEAL the group’s objectives- but on the other hand, you can take down much more formidable targets with the help of your
companions.

BOND

FLAW BACKGROUND STORY

Feature: Ear to the Ground


You are in frequent contact with people in the
segment of society that your chosen quarries move
through. These people might be associated with the
criminal underworld, the rough-and-tumble folk of
the streets, or members of high society. This
connection comes in the form of a contact in any city
you visit, a person who provides information about
the people and places of the local area.

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 Shortsword +1. You have a +1 bonus to attack and
Dice Set 1 — [Shortsword +1] 1 2 damage rolls made with this magic weapon.
Thieves’ Tools 1 1 [Dagger +2] 1 1
Explorer’s Pack 1 10 Ring of Resistance, Necrotic 1 — Dagger +2. You have a +2 bonus to attack and damage
Horn 1 2 Goggles of Night 1 — rolls made with this magic weapon.
Pan flute 1 2 Potion of Gaseous Form 1 .5
Flute 1 1
Rapier 2 4
Crossbow, Light 1 5
Crossbow Bolt 20 1
Dagger 1 1
[Studded Leather] 1 13

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

43.5 lb / 150 lb 300 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +5 13 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Bard

CANTRIPS Dancing Lights Mage Hand

1ST LEVEL 2 SPELL SLOTS Cure Wounds Dissonant Whispers


Faerie Fire Identify
Dancing Lights Mage Hand Cure Wounds
Evocation Cantrip Conjuration Cantrip 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE 30 feet RANGE Touch
DURATION Concentration, up to 1 minute DURATION 1 minute DURATION Instantaneous
COMPONENTS V, S, M (a bit of phosphorous or wychwood, or a glowworm) COMPONENTS V, S COMPONENTS V, S

You create up to four torch-sized lights within range, making them A spectral, floating hand appears at a point you choose within range. A creature you touch regains a number of hit points equal to 1d8 +
appear as torches, lanterns, or glowing orbs that hover in the air for The hand lasts for the duration or until you dismiss it as an action. your spellcasting ability modifier. This spell has no effect on undead
the duration. You can also combine the four lights into one glowing The hand vanishes if it is ever more than 30 feet away from you or if or constructs.
vaguely humanoid form of Medium size. Whichever form you choose, you cast this spell again. At Higher Levels. When you cast this spell using a spell slot of 2nd
each light sheds dim light in a 10-foot radius. As a bonus action on You can use your action to control the hand. You can use the hand level or higher, the healing increases by 1d8 for each slot level above
your turn, you can move the lights up to 60 feet to a new spot within to manipulate an object, open an unlocked door or container, stow or 1st.
range. A light must be within 20 feet of another light created by this retrieve an item from an open container, or pour the contents out of
spell, and a light winks out if it exceeds the spell’s range. a vial. You can move the hand up to 30 feet each time you use it. The
hand can’t attack, activate magic items, or carry more than 10
pounds.

Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook

Dissonant Whispers Faerie Fire Identify


1st-level enchantment 1st-level evocation 1st-level divination (ritual)

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 minute


RANGE 60 feet RANGE 60 feet RANGE Touch
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V COMPONENTS V COMPONENTS V, S, M (a pearl worth at least 100 gp and an owl feather)

You whisper a discordant melody that only one creature of your Each object in a 20-foot cube within range is outlined in blue, green, You choose one object that you must touch throughout the casting of
choice within range can hear, wracking it with terrible pain. The or violet light (your choice). Any creature in the area when the spell is the spell. If it is a magic item or some other magic-imbued object, you
target must make a Wisdom saving throw. On a failed save, it takes cast is also outlined in light if it fails a Dexterity saving throw. For the learn its properties and how to use them, whether it requires
3d6 psychic damage and must immediately use its reaction , if duration, objects and affected creatures shed dim light in a 10-foot attunement to use, and how many charges it has, if any. You learn
available, to move as far as its speed allows away from you. The radius. whether any spells are affecting the item and what they are. If the
creature doesn’t move into obviously dangerous ground, such as a Any attack roll against an affected creature or object has advantage item was created by a spell, you learn which spell created it. If you
fire or a pit. On a successful save, the target takes half as much if the attacker can see it, and the affected creature or object can’t instead touch a creature throughout the casting, you learn what
damage and doesn’t have to move away. A deafened creature benefit from being invisible. spells, if any, are currently affecting it.
automatically succeeds on the save.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d6 for each slot level above
1st.

Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook
Dice Set Thieves’ Tools Explorer’s Pack
Tools Tools Equipment Packs

If you are proficient with the Dice Set, you can add your Perhaps the most common tools used by adventurers, thieves’ Includes a backpack, a bedroll, a mess kit, a tinderbox, 10
proficiency bonus to ability checks you make to play a tools are designed for picking locks and foiling traps. torches, 10 days of rations, and a waterskin. The pack also
game. Proficiency with the tools also grants you a general knowledge has 50 feet of hempen rope strapped to the side of it.
of traps and locks.
Components. Thieves’ tools include a small file, a set Of lock
picks, a small mirror mounted on a metal handle, a set of
narrow—bladed scissors, and a pair of pliers.
History. Your knowledge of traps grants you insight when
answering questions about locations that are renowned for
their traps.
Investigation and Perception. You gain additional insight
when looking for traps, because you have learned a variety of
common signs that betray their presence.
Set a Trap. Just as you can disable traps, you can also set
them. As part of a short rest, you can create a trap using items
you have on hand. The total of your check becomes the DC for
someone else’s attempt to discover or disable the trap. The
trap deals damage appropriate to the materials used in
crafting it (such as poison or a weapon) or damage equal to
half the total of your check, whichever the DM deems
appropriate.
THIEVES’ TOOLS
Activity DC
Pick a lock Varies
Disable a trap Varies

— Player’s Handbook 1 lbs. Player’s Handbook 10 lbs. Player’s Handbook

Horn Pan flute Flute


Musical Instruments Musical Instruments Musical Instruments

If you have proficiency with the horn, you can add your If you have proficiency with the pan flute, you can add your If you have proficiency with the flute, you can add your
proficiency bonus to any ability checks you make to play proficiency bonus to any ability checks you make to play proficiency bonus to any ability checks you make to play
music with the instrument. A bard can use a musical music with the instrument. A bard can use a musical music with the instrument. A bard can use a musical
instrument as a spellcasting focus. instrument as a spellcasting focus. instrument as a spellcasting focus.

2 lbs. Player’s Handbook 2 lbs. Player’s Handbook 1 lbs. Player’s Handbook

Rapier Crossbow, Light Crossbow Bolt


Weapons Weapons Ammunition

Crossbow bolts are used with a crossbow to make a ranged


attack.

2 lb. Player’s Handbook 5 lb. Player’s Handbook 1/20 lb. Player’s Handbook
Dagger Studded Leather Rapier
Weapons Armor Weapons

Made from tough but flexible leather, studded leather is


reinforced with close-set rivets or spikes.

1 lb. Player’s Handbook 13 lb. Player’s Handbook 2 lb. Player’s Handbook

Shortsword +1 Dagger +2 Ring of Resistance, Necrotic


Weapons Weapons Rings

You have a +1 bonus to attack and damage rolls made with You have a +2 bonus to attack and damage rolls made with You have resistance to necrotic damage while wearing this
this magic weapon. this magic weapon. ring, which is set with a jet.

2 lb. Dungeon Master’s Guide 1 lb. Dungeon Master’s Guide Dungeon Master’s Guide

Goggles of Night Potion of Gaseous Form


Wondrous Items Potions

While wearing these dark lenses, you have darkvision out When you drink this potion, you gain the effect of
to a range of 60 feet. If you already have darkvision, thegaseous form spell for 1 hour (no concentration
wearing the goggles increases its range by 60 feet. required) or until you end the effect as a bonus action. This
potion’s container seems to hold fog that moves and pours
like water.

0 lb. Dungeon Master’s Guide ½ lb. Dungeon Master’s Guide


Dual Wielder Bardic Inspiration
Feat Class Feature

You master fighting with two weapons, gaining the You can inspire others through stirring words or music. To
following benefits: do so, you use a bonus action on your turn to choose one
• You gain a +1 bonus to AC while you are wielding a creature other than yourself within 60 feet of you who can
separate melee weapon in each hand. hear you. That creature gains one Bardic Inspiration die, a
• You can use two-weapon fighting even when the one- d6.
handed melee weapons you are wielding aren’t light. Once within the next 10 minutes, the creature can roll
• You can draw or stow two one-handed weapons when the die and add the number rolled to one ability check,
you would normally be able to draw or stow only one. 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 GM says
whether the 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.
You can use this feature a number of times equal to your
Charisma modifier (a minimum of once). You regain any
expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach
certain levels in this class. The die becomes a d8 at 5th
level, a d10 at 10th level, and a d12 at 15th level.

Human Variant Player’s Handbook Bard Player’s Handbook

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