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Name: Rinaldo Rossi Player: Lawrence Show extra features

11 Class: Bard (College of Swords)


Experience: 85.000 Add: Next level: 100.000
Background: Guild Artisan Tailor
LEVEL Race: Human Size: Medium Height: 5'6" Weight: 125
Gender: Male Hair: Black Eyes: Brown Skin: Lightly Tanned
Age: 22 Alignment: Lawful Neutral Faith: Muse of Creation

Skills
Abilities
ADV
DIS BONUS NAME (ABILITY) PROF. EXP.
Show 2nd DC +6 Acrobatics (DEX)
Ability Save DC +3 Animal Handling (WIS)
+4
ABILITY MODIFIER SAVING THROW PROF.
BONUS
PROFIENCY
+4 Arcana (INT)
STR
BONUS

11 0 0
+ 8 +
Cha 15 +2 Athletics (STR)
STRENGTH

Senses +5 Deception (CHA)


14 DEX +2 +6 +4 History (INT)
Proficiency
DEXTERITY
19 Passive Perception
Bonus +5 Insight (WIS)
12 CON +1 +1 +5 Intimidation (CHA)
CONSTITUTION INSPIRATION
+4 Investigation (INT)

14 INT +2 +2 Limited Features SR LR Dawn +3 Medicine (WIS)


INTELLIGENCE
FEATURE MAX. USAGES RECOVERY USED +4 Nature (INT)

12 WIS +1 +1 Bardic Inspiration (d10) 3 LR +9 Perception (WIS)


WISDOM
+11 Performance (CHA)

16 CHA +3 +7
+11 Persuasion (CHA)
CHARISMA
+4 Religion (INT)
+4 Sleight of Hand (DEX)
Saving Throw Advantages / Disadvantages +10 Stealth (DEX)
+3 Survival (WIS)
Tool
SPEED
DEX MISC. SPEED ENCUMBERED
Combat +4 Initiative 2 + 30 ft 20 ft
Defense Health
AC DURING REST Set Max HP WOUNDS
13 ARMOR
BONUS Chain Shirt
+ 11.1 Level

16
SHIELD TEMPORARY HP
BONUS CURRENT
+ RESISTANCE
AC 2
+
DEXTERITY
MOD
MEDIUM ARMOR (MAX = 2)
HEAVY ARMOR (MOD = 0)
STEALTH
DISADV.
HP 63 63 Heal
DIE LIVE
11 d8 + 1
MAGIC
+
MAX HIT POINTS I DC10 I

1 MISC
MOD 1 Dual Wielder (if 2 weapons) + II II
+ RECOVER HALF OF YOUR MAXIMUM HIT III III
MISC HALF DAMAGE +
MOD 2 HIT DICE AFTER A LONG REST. DICE
LEVEL DIE CON USED DEATH SAVING THROWS

Attacks ATTACKS
PER ACTION 2 Actions
D PROF ABILITY D D AND

Sword, Short +1 Dex Melee +7 1d6+3 Piercing Attack / Cast a Spell


Finesse, light Dash / Disengage / Dodge

Sword, Short Dex Melee +6 1d6+2 Piercing Escape Grapple / Help / Hide
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Finesse, light Ready / Search / Use Object


Overrun / Tumble (or as bonus action)
Dagger Dex Melee, 20/60 ft +6 1d4+2 Piercing
As 1 attack: Disarm / Grapple / Shove
Finesse, light, thrown
Countercharm

BONUS ACTIONS REACTIONS USED THIS ROUND

Bardic Inspiration Opportunity Attack


Blade Flourish (one inspiration die) Defensive Duelist (when hit in melee)

TYPE TOTAL TYPE TOTAL

Reload AMMUNITION Reload AMMUNITION


Add Features

Features Background
PERSONALITY TRAITS
Racial Options
Racial Traits - I'm well known for my work, and I want to make sure everyone appreciates it. I'm
always taken when people haven't heard of me.
Human (+1 to two different ability scores of my choice) - I believe that anything worth doing is worth doing right. I can't help it - I'm a

Iperfectionist.
DEAL
Skills: I gain proficiency in one skill of my choice.
Aspiration. I work hard to be the best there is at my craft.

Feat: I gain one feat of my choice.


BOND
I will return to my guild and prove that I am the greatest artisan of them all.

Class Features FLAW


I'll do anything to get my hands on something rare or priceless.
Bard (College of Swords), level 11:
Bardic Inspiration (Bard 1, PHB 53) [d10, Charisma modifier per short 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 Feats
This addition can be done after seeing the d20 roll, but before knowing the outcome
Spellcasting (Bard 1, PHB 52) [4 cantrips & 15 spells known]
FEAT: Defensive Duelist (PHB, page 165);Human bonus feat
I can cast bard cantrips/spells that I know, using Charisma as my spellcasting ability
When wielding a finesse weapon with which I am proficient and another creature hits me
I can use a musical instrument as a spellcasting focus
with a melee attack, I can use my reaction to add my proficiency bonus to my AC for
I can cast my known bard spells as rituals if they have the ritual tag
that attack, potentially causing the attack to miss me.
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 FEAT: Dual Wielder (PHB, page 165)
Song of Rest (Bard 2, PHB 54) [d8] I can use two-weapon fighting even when the one-handed melee weapons I'm wielding
Those that use HD and can hear my performance during a short rest get extra healing aren't light. I can draw or stow two one-handed weapons when I would normally be able
Blade Flourish (College of Swords 3, UA:KoO 1) to draw or stow only one. +1 AC while wielding separate melee weapons in each hand.
When I take the Attack action on my turn, I can do one of the following flourishes:
I have to use a dagger, longsword, rapier, scimitar, or shortsword while doing this
FEAT:
- Defensive Flourish [one Bardic Inspiration die]
As a bonus action, I add the die to my AC until the start of my next turn
- Trick Shooter's Flourish [one Bardic Inspiration die]
As a bonus action with a dagger ranged attack, I add the die to the attack roll
FEAT:
If the target is an unattended, inanimate object, the result of the die is doubled
- Unnerving Flourish [one Bardic Inspiration die]
As a bonus action when reducing a foe to 0 HP with a melee attack, I leave it alive
The target stays at 1 HP and is frightened of me for my Cha modifier in minutes
It must also make a Cha save at a DC of my spell save + the bardic inspiration die FEAT:
If failed, it answers truthfully any questions I ask and obeys me while frightened
Bonus Proficiencies (College of Swords 3, UA:KoO 1)
I gain proficiency with medium armor and scimitars
Expertise (Bard 3, PHB 54) [with four skills]
Add Equipment
I gain expertise with two skills I am proficient with; two more at 10th level
Two-Weapon Fighting Style (College of Swords 3, UA:KoO 1) Equipment
I can add my ability modifier to the damage of my off-hand attacks
Font of Inspiration (Bard 5, PHB 54) ADVENTURING GEAR # LBS ADVENTURING GEAR # LBS
I can now also recover my expended Bardic Inspiration uses after a short rest Tailor's Tools
Countercharm (Bard 6, PHB 54) Letter of Introduction
As an action, I can do a performance that lasts until the end of my next turn Traveler's Clothes 4

While it lasts, any friend in earshot & 30 ft has adv. on saves vs. frightened/charmed Perfect Shirt (silk, lace and pearls)
Magical Secrets (Bard 10, PHB 54) [two spells/cantrips] Shortsword 2

I can add two spells/cantrips from any class to my spells known; +2 at level 14 & 18 Chain Shirt 20

Entertainer's Pack
Harp
Leather Armor 10

Dagger 1

Background Feature
Guild Membership
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5 gp membership fees per month: The guild offers lodging if possible. In case of being
accused of a crime, the guild will support me if a good case can be made for my
innocence or the crime is justifiable. I can also gain access to powerful political figures
through the guild, as long as I'm in good standing and the guild is paid enough.
ATTUNED MAGICAL ITEMS (MAX 3)
Adamantine Shortsword +1 1 2

Proficiencies
SUBTOTAL 37 SUBTOTAL 2

ARMOR: LIGHT MEDIUM HEAVY SHIELDS OTHER: ENCUMBERED HEAVILY ENCUMBERED PUSH/DRAG/LIFT TOTAL WEIGHT
56 - STR 5 111 - STR 10 166 - STR 15 - 30
WEAPONS: SIMPLE MARTIAL OTHER: Hand Crossbow, Longsword, Rapier, Scimitar, Shortsword 39,3 lb
110 lb -10 FT SPEED
165 lb -D20 FT SPEED
ISADV. STR, DEX, CON
330 lb SPEED = 5 FT
GEAR & COINS
Languages Tools & Others PLATINUM
= 10 GP
GOLD
=10 SP
ELECTRUM
= 5 SP
SILVER
= 10 CP
COPPER LIFESTYLE:
Comfortable
Elven Latin Three musical instruments Panpipes 15 DAILY PRICE: 2 gp
Anglo-Saxon (Common) Tailor's Tools
GEMS AND OTHER VALUABLES:
Italian Harp
French Lute
DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE WIZARDS OF THE COAST
CHARACTER: Rinaldo Rossi

Status Possessions

Exhaustion Magic Items


LEVEL EFFECT (CUMULATIVE) MAGIC ITEM: Shortsword +1 ATTUNED

SOME FOOD AND DRINK.


PROVIDED THAT YOU ALSO INGESTED
THE EXHAUSTION LEVEL BY 1,
FINISHING A LONG REST REDUCES
1 Disadvantage on Ability Checks
2 Speed halved

DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE WIZARDS OF THE COAST
3 Disadvantage on Attack Rolls and Saving Throws
MAGIC ITEM: ATTUNED
4 Hit Point maximum halved
5 Speed reduced to 0
ig
g
6 Death
MAGIC ITEM: ATTUNED

Conditions
Blinded Petrified
Fail checks involving sight. Attacks have Incapacitated. Cant move or speak. Unaware
disadvantage. Enemy attacks have advantage. of surroundings. Resistance to all damage. MAGIC ITEM: ATTUNED
Immune to poison/disease. Fail Str and Dex
Charmed saving throws. Enemy attacks have advantage.
Cant harm/attack charmer. Charmer has Stop aging. Weight increases by factor 10.
advantage on ability checks to interact socially.
Poisoned
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing. MAGIC ITEM: ATTUNED
Prone
Frightened Crawl (at speed) or stand up (costs speed).
Disadvantage to checks/attacks while source Attacks have disadvantage. Enemy attacks
of fear is in sight. Cant willingly move closer have advantage within 5 ft and disadvantage if
to the source of fear. further away.

Grappled Restrained
Speed 0, regardless of bonus. Disadvantage on
Speed drops to 0, regardless of any bonus.
Dex saving throws. Attacks have disadvantage. MAGIC ITEM: ATTUNED
Enemy attacks have advantage.
Incapacitated
Cant take actions or reactions.
Stunned
Incapacitated. Cant move. Can speak only
Invisible falteringly. Fail Str and Dex saving throws.
Cant be seen, but noise and tracks. Attacks Enemy attacks have advantage.
have advantage, enemy attacks disadvantage.
Unconscious MAGIC ITEM: ATTUNED
Paralyzed Incapacitated. Cant move or speak. Unaware
Incapacitated. Cant move or speak. Fail Str of surroundings. Drop everything. Fail Str
and Dex saving throws. Enemy attacks have and Dex saving throws. Enemy attacks have
advantage. Enemy attacks within 5 ft are advantage. Enemy attacks within 5 ft are
critical hits. critical hits.

Choose Visible Sections

Combat Rules Extra Equipment


GEAR # LBS GEAR # LBS
Dash Action Gain your speed as extra movement for this turn.

Disengage Action Your movement doesnt provoke opportunity attacks for this turn.
Attack rolls from attackers you can see have disadvantage and you have
Dodge Action
advantage on Dex saving throws until the start of your next turn.
Escape a grapple by winning a Str (Athletics) or Dex (Acrobatics) check
Escape Action
vs. grapplers Str (Athletics) check.
Give an ally advantage on next ability check or attack roll vs. an opponent
Help Action
within 5 ft of you, if done before the start of your next turn.
Hide from those that cant perceive you. Your Dex (Stealth) check is the
Hide Action
DC for anybodys Wis (Perception) check to discover you.
Action or Move through opponents space once by winning opposing Str (Athletics)
Overrun* Bonus Action check. Advantage if you are larger and disadvantage if you are smaller.
Choose an action that you will take in response to a set trigger. Taking
Ready Action
the action uses your reaction. Readying a spell requires concentration.

Search Action Search for something with a Wis (Perception) or Int (Investigation) check.
Action or Move through opponents space once this turn by winning opposing
Tumble* Bonus Action Dex (Acrobatics) check.
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You can interact with an object once per turn for free. A second interaction
Use Object Action 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).
Knock an item from grasp by winning weapon attack roll vs. opponents
Disarm* Attack Str (Athletics) or Dex (Acrobatics) check. Disadvantage if item is held by
two hands. A larger opponent has advantage, smaller has disadvantage. TOTAL WEIGHT TOTAL WEIGHT
With a free hand, give the grappled condition to an opponent that is
Grapple
Other Holdings
Attack within reach and up to one size larger than you by winning Str (Athletics)
check vs. opponents Str (Athletics) or Dex (Acrobatics) check.
Melee Mark target of a melee attack. Next opportunity attack against the mark
Mark* Attack before the end of your next turn has advantage and doesnt use a reaction.
Move opponent 5 ft or make prone by winning opposing Str (Athletics)
Shove Attack
check. Disadvantage if trying to move the opponent to a side.*
Move Bring grappled opponent along as part of your move. You move at half
Move
Grappled speed unless the opponent is two or more sizes smaller than you.
*This action is an optional rule introduced in the Dungeon Master Guide (and is therefore not eligible in Adventurers League play).

Half Cover Gain +2 to AC and +2 to Dex saving throws.

Three-Quarters Cover Gain +5 to AC and +5 to Dex saving throws.


Cant be targeted directly by attack or spell.
Total Cover
Some spells can reach you by including you in its area of effect.
Background

Character History

Character Portrait

Appearance

Enemies

Allies & Organizations


Meymey - Julia's Character
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Lord Tobias - Chris's Character


Gibble - Steven's Character
Enzo - Aulden's Character (Previous)
Iche - Aulden's Character (Current)

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Organization Symbol
Companion Options Name: Gender: Age:
Companion Race: Size: Type:
Height: Weight: Alignment:

ABILITY MODIFIER SAVING THROW PROF. Skills Attacks PER


ATTACKS
ACTION
BONUS

STR Acrobatics Medicine ATTACK / DESCRIPTION PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

Animal Nature
STRENGTH Handling
Arcana Perception
DEX
Athletics Performance
DEXTERITY
Deception Persuasion
CON History Religion
CONSTITUTION Sleight of
Insight
Hand
INT Intimidation Stealth
INTELLIGENCE Investigation Survival Initiative +
DEX MISC. SPEED
WIS Defense Health
WISDOM
Set Max HP WOUNDS DIE LIVE
CHA Heal I DC10 I
TEMPORARY HP
CHARISMA II II
CURRENT
AC III III

HP DEATH SAVING THROWS


Senses PASSIVE
PERCEPTION
MAX HIT POINTS HIT DICE +
LEVEL DIE CON USED

Features Traits

Proficiency
Bonus

Notes
Visibility Options

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Companion's Appearance
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Equipment
EQUIPMENT # LBS EQUIPMENT # LBS

TOTAL WEIGHT TOTAL WEIGHT


DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE WIZARDS OF THE COAST
Notes Page Options

Notes
Got into the Fae lands with the Gnome, Elf, and two other humans where we were accosted
by Dark Elves. After fighting them as a Giant Elf, we ended up getting into the Daern's
Fortress, fighting the Dark Queen herself as a Black Dragon. I ended up leaping on top of her,
forcing her to the courtyard, and then did a really good strike on her before she knocked me
unconscious.

We now are moving towards the Wandering Hills.

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.8 (Colorful - A4)
CHARACTER: Rinaldo Rossi
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Spell
Slots

Bard Spells Spell attack modifier: +7 Spellcasting ability


Spell save DC: 15 Charisma

Cantrips (0 Level)
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Light 1 obj up to 10-ft cube sheds bright light 20-ft rad and dim light 20-ft; cannot have multiple instances Evoc 1a Touch V,M 1 h (D) P 255
Mending Repair a single broken object no larger than 1 cu ft; can't restore magic to broken magic item Trans 1 min Touch V,S,M Instantaneous P 259
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 V Instantaneous P 285

1st Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Cure Wounds 1 creature is healed for 1d8+1d8/SL+spellcasting ability modifier hp Evoc 1a Touch V,S Instantaneous P 230
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 V Instantaneous P 234
Healing Word Heals 1 living creature 1d4+1d4/SL+spellcasting ability modifier Evoc 1 bns 60 ft V Instantaneous P 250
Heroism 1+1/SL crea immune to fear, gain spellcasting ability modifier temp. hp start of each turn as spell lasts Ench 1a Touch V,S Conc, 1 min P 250
Identify (R) 1 magical item or magic-imbued crea/obj; learn properties, how to use, and spells affecting it (100gp) Div 1 min Touch V,S,M Instantaneous P 252

2nd Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Enhance Ability 1+1/SL crea adv. on checks with 1 stat; choosing Str, Dex, Con gives secondary benefits Trans 1a Touch V,S,M Conc, 1 h P 237
Knock 1 object is unlocked (1 lock), unstuck, unbarred, arcane lock suppressed for 10 min; audible for 300 ft Trans 1a 60 ft V Instantaneous P 254

3rd Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Bestow Curse 1 creature cursed, see book; duration SL4:conc, 10 min; SL5:8h; SL7:24h; SL9:until dispelled Necro 1a Touch V,S Conc, 1 min P 218
Leomund's Tiny Hut (R) 10-ft rad immobile dome of force holds 9 Medium crea; blocks magic; ends if you leave; see book Evoc 1 min 10-ft rad V,S,M 8h P 255
Sending Send a 25 word message to a familiar creature; it recognizes you and can respond with 25 words Evoc 1a Unlimited V,S,M 1 rnd P 274
Tongues 1 crea understands all spoken languages, all with a language can understand what it means Div 1a Touch V,M 1h P 283

4th Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Confusion 10+5/SL-ft rad all save or confused, see book; extra save at end of every turn Wis Ench 1a 90 ft V,S,M Conc, 1 min P 224
Polymorph 1 creature with > 0 hp save or transformed into beast of choice of same CR or lower; see book Wis Trans 1a 60 ft V,S,M Conc, 1 h P 266

5th Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Awaken Give beast or plant Int 10 and ability to move. Follows commands for 30 days (1000gp cons.) Trans 8h Touch V,S,M Instantaneous P 216
Banishing Smite Next melee hit +5d10 Force dmg; if this brings target hp<50, you banish it until spell ends Abjur 1 bns Self V Conc, 1 min P 216
Reincarnate Brings humanoid that died in last 10 days to life in a new random adult body, see book (1000gp cons.) Trans 1h Touch V,S,M Instantaneous P 271

6th Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Programmed Illusion 30-ft cube illusion includes visible, audible; triggers on set condition; see book (25gp) Illus 1a 120 ft V,S,M Till dispelled P 269

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.8 (Colorful - A4); Spell Sheet 1/1 DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE WIZARDS OF THE COAST

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