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4 Bard (College of Lore)

Angelo DeMarco

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Entertainer

PRO

STRENGTH

STR

PLAYER NAME

Human

4,340

RACE

BACKGROUND

CHARACTER NAME

Tiago Azevedo

LEVEL & CLASS

AC

INT

+4 DEX

+1 WIS

+1 CON

+6 CHA

+2

36

Set Max HP

MAXIMUM
HIT POINTS

RESISTANCES

Next Level

DESCRIPTION

11 Armor Leather

13

PROFICIENCY
BONUS

6,500

Add:

EXPERIENCE

Shield

ARMOR
CLASS

Dex

Medium Armor

Heavy Armor

Magic

10

Misc
Temporary Hit Points:

+3

DEXTERITY

+2

Misc

CURRENT HIT POINTS

ARMOR

Heal

INITIATIVE

USED

ENCUMBERED

INSPIRATION

14

SUCCESSES

CONSTITUTION

DEATH
SAVES

12
INTELLIGENCE

SPEED
F

FEATURE

+1 Athletics (Str)

Bardic Inspiration (d6)

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Lucky (attack/check/save)

11

ABILITY
SAVE DC

Light

>

+1

HIT DICE

Show 2nd DC

14

30 ft

+2 Arcana (Int)

+8 Deception (Cha)

WISDOM

20 ft

+4 Acrobatics (Dex)
+2 Animal Handling (Wis)

4 d8+1

PRO

PRO

F EX

DIE

FAILURES

SAVING THROWS

+1

LEVEL

MAX

Simple

RECOVER USED

LR

CHARISMA

ARMOR

Medium

Heavy

Shields

WEAPONS

Martial

Other Weapons:

Hand Crossbow, Longsword, Rapier, Shortsword

LR

LANGUAGES

TOOLS & OTHERS

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+1 History (Int)

Common

Disguise kit

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+3 Insight (Wis)

Elvish

Guitar

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+5 Intimidation (Cha)

Flute

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+1 Investigation (Int)

Drums

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+2 Medicine (Wis)

Piano

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+1 Nature (Int)

LIMITED FEATURES

SR

LR

PROFICIENCIES

Dawn

+2 Perception (Wis)

12

CHARISMA

+4

18

+6 Performance (Cha)

ACTIONS

REACTIONS

Cutting Words

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+1 Religion (Int)

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+4 Sleight of Hand (Dex)

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+3 Stealth (Dex)

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+2 Survival (Wis)

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Tool
SKILLS

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ACTIONS

ATTACK NAME

12

BONUS ACTIONS

Bardic Inspiration

+6 Persuasion (Cha)

PASSIVE WISDOM (PERCEPTION)

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Rapier

PROF ABILITY RANGE

Dex

Melee

Dex

Melee, 20/60 ft

TO HIT

+4

DAMAGE

DAMAGE TYPE

1d8+2

Piercing

1d4+2

Piercing

Finesse

DESCRIPTION

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SENSES

NAME

TOTAL

Reload

Dagger

+4

Finesse, light, thrown

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NAME

TOTAL

Reload

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AMMUNITION

AMMUNITION

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.5 (Printer Friendly - Redesign)

ATTACKS: WEAPONS & CANTRIPS


Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com

Add Features

Bard (College of Lore), level 4:

Bardic Inspiration (Bard 1, PHB 53) [d6, Charisma modifier per long rest]
As a bonus action, a creature in 60 ft that can hear me gets an inspiration die (max 1)
For 10 min, the recipient can add it to one ability check, attack roll, or saving throw
This addition can be done after seeing the d20 roll, but before knowing the outcome

Spellcasting (Bard 1, PHB 52) [3 cantrips & 7 spells known]

PERSONALITY TRAITS

I can cast bard cantrips/spells that I know, using Charisma as my spellcasting ability
I can use a musical instrument as a spellcasting focus
I can cast my known bard spells as rituals if they have the ritual tag

Jack of All Trades (Bard 2, PHB 54)

I can add half my proficiency bonus to any ability check that doesn't already include it

IDEALS

Song of Rest (Bard 2, PHB 54) [d6]

Those that use HD and can hear my performance during a short rest get extra healing

Bonus Proficiencies (College of Lore 3, PHB 54)

I gain proficiency with three skills of my choice

Cutting Words (College of Lore 3, PHB 54)

BONDS

As a reaction, when a foe within earshot & 60 ft rolls ability check, attack or damage,
I can subtract a Bardic Inspiration die from the result unless the foe can't be charmed

Expertise (Bard 3, PHB 54) [with two skills]

I gain expertise with two skills I am proficient with; two more at 10th level
FLAWS

Feature Name: By Popular Demand


I can always find a place to perform (inn/tavern/circus/etc.), where I
receive free lodging and food of a modest or comfortable standard,
as long as I perform each night. In addition, my performance makes
me something of a local figure. When strangers recognize me in a

town where I have performed, they typically take a liking to me.


BACKGROUND FEATURE

Human (+1 in Dex; +1 in Cha; Prof. Arcana; Feat: Lucky)

CLASS FEATURES

ADVENTURING GEAR

Backpack, with:
- Bedroll
- Candles
- Rations, days of
- Waterskin
- Disguise kit

ADVENTURING GEAR

LB

LB

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SUBTOTAL

Add Equipment

30

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.5 (Printer Friendly - Redesign)

Racial Options

RACIAL TRAITS

ADVENTURING GEAR

Costume
Woman's underwear
Belt pouch (with coins)
Musical Instrument: Guitar
Leather armor
Rapier
Dagger

LB

EQUIPMENT

SP

10

EP

2
1

15

GP

PP

WEIGHT CARRIED

56.3 lb

ENCUMBERED

ATTUNED MAGICAL ITEMS

SUBTOTAL

CP

51 - 100 lb
HEAVILY ENCUMBERED

101 - 150 lb
PUSH/DRAG/LIFT

SUBTOTAL

26

151 - 300 lb

Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com

MIL FACES DE ORIM


Voc ganha proficincia e expertise em Charisma (Deception).

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FEAT: Lucky

(PHB, page 167)

Use one of three luck points to roll an extra d20 for attacking,

Com uma ao, voc pode se transformar em qualquer humanoide do seu tamanho que voc

being attacked, an ability check, or a saving throw before the

j tenha visto, ou de volta sua forma verdadeira. No entanto, seu equipamento no muda

outcome is determined. If more than one creature uses luck, no

com voc. Se voc morrer, voc volta sua aparncia natural.

extra dice are rolled. I regain expended luck points when I finish
a long rest.

O poder lhe faz imitar todos os traos fsicos da pessoa (cores, voz, defeitos e marcaes)
desde que voc os conhea, mas no lhe permite imitar traos psicolgicos (personalidade,

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FEAT:

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FEAT:

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FEAT:

caligrafia, alinhamento etc).


Perceber o disfarce requer um teste de Inteligncia (Investigao) contra Passive Charisma
(Deception). Mesmo um sucesso faz com que se pense que a pessoa copiada est apenas
diferente, mas no necessariamente seja um farsante.

FEATS

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MAGIC ITEM:

Attuned

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MAGIC ITEM:

Attuned

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MAGIC ITEM:

Attuned

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MAGIC ITEM:

Attuned

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MAGIC ITEM:

Attuned

NOTES

ADVENTURING GEAR

LB

ADVENTURING GEAR

LB

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SUBTOTAL

SUBTOTAL

EXTRA EQUIPMENT

OTHER HOLDINGS
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.5 (Printer Friendly - Redesign)

MAGIC ITEMS
Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com

Spell Sheet Options

1ST LEVEL

2ND LEVEL

3RD LEVEL

4TH LEVEL

5TH LEVEL

6TH LEVEL

7TH LEVEL

8TH LEVEL

9TH LEVEL

Angelo DeMarco
SPELL SLOTS

CHARACTER NAME

BARD SPELLS

Charisma

+6

SPELLCASTING ABILITY

DC 14

ATTACK MODIFIER

SAVING THROW DC

CANTRIPS (0 LEVEL)

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SPELL

DESCRIPTION

SAVE SCHOOL TIME

RANGE

COMP DURATION

Minor Illusion

5-ft cube illusion includes visible or audible; Int(Investigation) check vs. Spell DC; see book

Illus

1a

30 ft

S,M

1 min (D)

P 260

PG.

Prestidigitation

Minor trick; harmless sensory effect, illusory image, snuff light, clean/soil/chill/warm/flavor etc.

Trans

1a

10 ft

V,S

1 h (D)

P 267

Vicious Mockery

1 creature save or 1d4 Psychic dmg and dis. on next attack roll; +1d4 at CL 5, 11, and 17

Wis

Ench

1a

60 ft

Instantaneous P 285

1ST LEVEL

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SPELL

DESCRIPTION

SAVE SCHOOL TIME

RANGE

COMP DURATION

Dissonant Whispers

1 crea 3d6+1d6/SL Psychic dmg and flee; save halves and no fleeing; deaf crea are immune

Wis

Ench

1a

60 ft

Instantaneous P 234

PG.

Faerie Fire

20-ft cube all obj/crea save or outlined in 10 ft dim light and attacks have adv.; see invisible crea

Dex

Evoc

1a

60 ft

Conc, 1 min

Silent Image

15-ft cube illusion includes visible; 1 a move it; Int(Investigation) check vs. spell DC; see book

Illus

1a

60 ft

V,S,M Conc, 10 min

P 276

Unseen Servant (R)

Create an invisible, mindless, shapeless servant for simple tasks; bns a to mentally command it

Conj

1a

60 ft

V,S,M 1 h

P 284

P 239

2ND LEVEL

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SPELL

DESCRIPTION

SAVE SCHOOL TIME

RANGE

COMP DURATION

Hold Person

1+1/SL humanoid within 30 ft of each other save or paralyzed; extra save at end of each turn

Wis

Ench

1a

60 ft

V,S,M Conc, 1 min

P 251

Invisibility

1+1/SL crea invisible; attacking/casting makes the crea visible; anything worn/carried also invisible

Illus

1a

Touch

V,S,M Conc, 1 h

P 254

Suggestion

1 crea save or follow understood reasonable stated course of action; ends if you or allies harm target

Wis

Ench

1a

30 ft

V,M

P 279

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.5 (Printer Friendly - Redesign); Spell Sheet 1/1

Conc, 8 h

PG.

Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com

PLAYER REFERENCE

LINE
Point of Origin

CONE

CUBE

SPHERE

CYLINDER

AREA OF EFFECT

ATTACK (action)

HIDE (action)

CAST A SPELL (casting time of the spell)

OVERRUN (action or bonus action)

Make one melee or ranged attack with a weapon, or


multiple attacks with the Extra Attack class feature.
(See the Attack Action section below.)
Effect depends on the spell being cast.

Hide from those that cant perceive you. Your Dex


(Stealth) check is the DC for anybodys Wis (Perception)
check to discover you.
(DMG 272)

DASH (action)

Gain your speed as extra movement for this turn.

Move through hostiles space once by winning opposing


Str (Athletics) check. Advantage if you are larger or
disadvantage if you are smaller than the opponent.

DISENGAGE (action)

READY (action)

Your movement doesnt provoke opportunity attacks for


the rest of the turn.
DODGE (action)

Choose an action that you will take in response to a set


trigger. Taking the action uses your reaction. Readying a
spell requires concentration.

BLINDED

Fail checks involving sight.


Attacks have disadvantage.
Enemy attacks have advantage.
CHARMED

Cant harm/attack charmer.


Charmer has advantage on
ability checks to interact socially.

EXHAUSTION

FRIGHTENED

Disadvantage to checks/attacks while the source of fear is in sight.


Cant willingly move closer to the source of fear.

ESCAPE (action)

Move through hostiles space once by winning opposing


Dex (Acrobatics) check.

INCAPACITATED

USE OBJECT (action)

INVISIBLE

Escape a grapple by winning a Str (Athletics) or Dex


(Acrobatics) check vs. grapplers Str (Athletics) check.
HELP (action)

Give an ally advantage on next ability check or attack roll


vs. an opponent within 5 ft of you, if done before the
start of your next turn.

(DMG 272)

You can interact with an object once per turn for free. A
second interaction and special cases take an action to
complete (e.g. draw a second weapon, equip a shield,
drink a potion, retrieve an item from a backpack).

COMBAT ACTIONS

(PHB 192)

(PHB 291)

Fail checks involving hearing.

SEARCH (action)

TUMBLE (action or bonus action)

EFFECT (cumulative)
Disadvantage on ability checks
Speed halved
Disadvantage on attacks / saves
Hit Point maximum halved
Speed reduced to 0
Death

DEAFENED

Attack rolls from attackers you can see have disadvantage


and you have advantage on Dex saving throws until the
start of your next turn, until you become incapacitated or
your speed drops to 0.

Search for something, possibly with a Wis (Perception)


or Int (Investigation) check.

LEVEL
1
2
3
4
5
6

GRAPPLED

Speed 0, regardless of bonus. Ends when grappler is incapacitated or when


moved out of grapplers reach by an effect.
Cant take actions or reactions.
Cant be seen (normally), but still make noise and tracks.
Attacks have advantage. Enemy attacks have disadvantage.
PARALYZED

Incapacitated. Cant move or speak. Fail Str and Dex saving throws.
Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
PETRIFIED

MELEE ATTACK (one attack)

Normal attack on target within 5 ft. If attacking with a light


melee weapon in one hand, allowed to make an attack with a
light melee weapon in other hand as a bonus action, see TwoWeapon Fighting. If either weapon has the thrown property, it
may be thrown as part of this action.

HALF +2 AC and Dex saving throws


3/4 +5 AC and Dex saving throws
TOTAL Cant be targeted directly by attack or spell

COVER

(PHB 196)

RANGED ATTACK (one attack)

Normal attack up to normal range (first number). Disadvantage on attack if target is within 5 ft or up to long range
away (second number).
TWO-WEAPON FIGHTING (bonus action with attack action)

If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
other hand as a bonus action. This off-hand attack cant add a positive ability score modifier to the damage roll. If the
weapon has the thrown property, it may be thrown as part of this action.
DISARM (instead of one attack)

(DMG 271)

Knock an item from grasp by winning weapon attack roll vs. opponents Str (Athletics) or Dex (Acrobatics) check.
Disadvantage if item is being held by two or more hands. Larger opponents have advantage and smaller have
disadvantage.

Incapacitated. Cant move or speak. Unaware of surroundings. Resistance


to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
POISONED

Disadvantage on attack rolls and ability checks.


PRONE

Crawl (at speed) or stand up (costs speed). Attacks have disadvantage.


Enemy attacks have advantage within 5 ft and disadvantage if further away.
RESTRAINED

Speed 0, regardless of bonus. Disadvantage on Dex saving throws.


Attacks have disadvantage. Enemy attacks have advantage.
STUNNED

Incapacitated. Cant move. Can speak only falteringly.


Fail Str and Dex saving throws. Enemy attacks have advantage.
UNCONSCIOUS

Incapacitated. Cant move or speak. Unaware of surroundings.


Drop everything. Fail Str and Dex saving throws.
Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.

GRAPPLE (instead of one attack)

CONDITIONS

With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you
by winning Str (Athletics) check vs. opponents Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack)

(DMG 271)

With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
before the end of your next turn has advantage and doesnt cost you your reaction.
SHOVE (instead of one attack)

Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you.
ATTACK ACTION

LIGHTLY OBSCURED
HEAVILY OBSCURED
BLINDSIGHT
DARKVISION
TRUESIGHT

(dim light)
(darkness)

You can move your movement speed every turn. You can break up your
movement between actions. You can switch back and forth between different
types (e.g. from flying to walking), by subtracting the distance already moved
from the new speed.
You can freely move through a nonhostiles space, and through a hostiles
space if it is two sizes larger or smaller than you. Another creatures space
counts as difficult terrain.
CLIMB / SWIM (at speed)

Disadvantage on sight Perception checks


Effectively blinded (see conditions)

Out to range, perceive without sight.


Out to range, treat dim light as bright light. Cant see colors.
Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.

(PHB 195)

MOVE (limited by movement speed)

(PHB 290)

LIGHT & VISION

(PHB 183)

FORCED MARCH

Marching more than 8 hours per day requires a Con


saving throw at DC 10 + 1 per additional hour, at the
end of each additional hour. If failed, suffer one level
of exhaustion (see conditions).

PACE
Fast
Normal
Slow

MINUTE
400 feet
300 feet
200 feet

FOOD (one pound per day)

HOUR
DAY
EFFECT
4 miles 30 miles -5 passive Perception
3 miles 24 miles
2 miles 18 miles Able to use stealth

TRAVEL PACE

(PHB 182)

Go without food for 3 + Con modifier of consecutive


days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
WATER (one gallon per day)

May involve a Str (Athletics) check if the climb / swim is difficult.

If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).

CRAWL (at speed)

Crawl while prone (see conditions). Dropping prone costs no movement speed.

FALLING

1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.

DIFFICULT TERRAIN (at speed)

Moving through difficult terrain costs twice as much speed. Another creatures
space counts as difficult terrain.
JUMP

SUFFOCATING

Hold breath for 1 + Con modifier in minutes (30 seconds minimum). After that, survive for Con modifier in
rounds, after which drop to 0 hit points and dying.

After moving at least 10 feet on foot, you can jump you Str score in feet straight
forward, or 3 + your Str modifier in feet up. The jump distance is halved when
performing a standing jump.

SHORT REST

STAND UP (costs speed)

A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit
dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.

Standing up from being prone costs half your movement speed for this turn.
MOVEMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.5 (Printer Friendly - Redesign)

(PHB 182)

A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
LONG REST

ENVIRONMENT

(PHB 183)

Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com

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