Miranda Siren Hawthorne
Miranda Siren Hawthorne
Miranda Siren Hawthorne
STEALTH DISADVANTAGE
+6 Charisma
10 1d8 Inspiration die, a d6.Once within the next 10
minutes, the creature can roll the die and add the
CONDITIONAL
number rolled to one ability check, attack roll, or
saving throw it makes.
+4
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
14 N
CIE C
+6 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI
✘
RT
EXPE
15 +2 History (Int)
+0 Insight (Wis)
+4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+2 +2 Investigation (Int)
+0 Medicine (Wis)
WISDOM +2 Nature (Int)
10 ✘
✘
+2 Perception (Wis)
+6 Performance (Cha)
✘ +6 Persuasion (Cha)
+0 +2 Religion (Int)
✘ +6 Sleight of Hand (Dex)
CHARISMA +4 Stealth (Dex)
18 +0 Survival (Wis)
SKILLS
+4 12 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics
can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or
captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art
Whenever I come to a new place, I collect local is your life.
rumors and spread gossip.
Nobody stays angry at me or around me for long,
since I can defuse any amount tension.
PERSONALITY TRAITS
IDEAL
BOND
By Popular Demand
You can always find a place to perform, usually in an
inn or tavern but possibly with a circus, at a theater,
or even in a noble’s court. At such a place, you
receive free lodging and food of a modest or
comfortable standard (depending on the quality of
the establishment), as long as you perform each
night. In addition, your performance makes you
something of a local figure. When strangers
recognize you in a town where you have performed,
they typically take a liking to 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
[Shortsword] 1 2
0 0 0 0 0
2 lb / 135 lb 270 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 +6 14 N/A
You create a sound or an image of an object within range that lasts You unleash a string of insults laced with subtle enchantments at a You attempt to charm a humanoid you can see within range. It must
for the duration. The illusion also ends if you dismiss it as an action or creature you can see within range. If the target can hear you (thought make a Wisdom saving throw, and does so with advantage if you or
cast this spell again. If you create a sound, its volume can range from it need not understand you), it must succeed on a Wisdom saving your companions are fighting it. If it fails the saving throw, it is
a whisper to a scream. It can be your voice, someone else’s voice, a throw or take 1d4 psychic damage and have disadvantage on the charmed by you until the spell ends or until you or your companions
lion’s roar, a beating of drums, or any other sound you choose. The next attack roll it makes before the end of its next turn. This spell’s do anything harmful to it. The charmed creature regards you as a
sound continues unabated throughout the duration, or you can make damage increases by 1d4 when you reach 5th level (2d4), 11th level friendly acquaintance. When the spell ends, the creature knows it
discrete sounds at different times before the spell ends. If you create (3d4) and 17th level (4d4) was charmed by you.
an image of an object—such as a chair, muddy footprints, or a small At Higher Levels. When you cast this spell using a spell slot of 2nd
chest—it must be no larger than a 5-foot cube. The image can’t level or higher, you can target one additional creature for each slot
create sound, light, smell, or any other sensory effect. Physical level above 1st. The creatures must be within 30 feet of each other
interaction with the image reveals it to be an illusion, because things when you target them.
can pass through it. If a creature uses its action to examine the sound
or image, the creature can determine that it is an illusion with a
successful Intelligence (Investigation) check against your spell save
DC. If a creature discerns the illusion for what it is, the illusion
becomes faint to the creature.
Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook
CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 60 feet RANGE 60 feet RANGE 30 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V COMPONENTS V COMPONENTS V, S, M (tiny tarts and a feather that is waved in the air)
Each object in a 20-foot cube within range is outlined in blue, green, A creature of your choice that you can see within range regains hit A creature of your choice that you can see within range perceives
or violet light (your choice). Any creature in the area when the spell is points equal to 1d4 + your spellcasting ability modifier. This spell has everything as hilariously funny and falls into fits of laughter if this
cast is also outlined in light if it fails a Dexterity saving throw. For the no effect on undead or constructs. spell affects it. The target must succeed on a Wisdom saving throw or
duration, objects and affected creatures shed dim light in a 10-foot At Higher Levels. When you cast this spell using a spell slot of 2nd fall prone, becoming incapacitated and unable to stand up for the
radius. level or higher, the healing increases by 1d4 for each slot level above duration. A creature with an Intelligence score of 4 or less isn’t
Any attack roll against an affected creature or object has advantage 1st. affected.
if the attacker can see it, and the affected creature or object can’t At the end of each of its turns, and each time it takes damage, the
benefit from being invisible. target can make another Wisdom saving throw. The target has
advantage on the saving throw if it’s triggered by damage. On a
success, the spell ends.
Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook
Shortsword
Weapons