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DCI
1 Bard (College of Glamour) Phillip
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Andover LEVEL & CLASS PLAYER NAME

Acolyte Human Add: 300


CHARACTER NAME BACKGROUND RACE EXPERIENCE Next Level

F AC DESCRIPTION
-1 STR -1 INT
PRO

11 Armor Leather

9 +2 14
Set Max HP
STRENGTH ● +5 DEX +1 WIS
Shield

-1 +1 CON
RESISTANCES
● +5 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
3 Dex Medium Armor Heavy Armor

Magic
8 Misc
Temporary Hit Points: Misc
DEXTERITY
+3 ARMOR

+3 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

16 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
1 d8+1 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 13 ABILITY
SAVE DC
CHARISMA

+1
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+5 Acrobatics (Dex) ● Light

PRO
● Medium Heavy Shields
PRO

13 +1 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple Martial ● Other Weapons:
-1 Arcana (Int) > Bardic Inspiration (d6) 3 LR Hand Crossbow, Longsword, Rapier, Shortsword
INTELLIGENCE -1 Athletics (Str) >
LANGUAGES TOOLS & OTHERS

-1
● +5 Deception (Cha) > Common Lute
-1 History (Int) > Elven Pipes
● +3 Insight (Wis) Dwarven Drums
8
>

+3 Intimidation (Cha) > Orc


-1 Investigation (Int) >
WISDOM
+1 Medicine (Wis) >

+1 -1 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


● +3 Perception (Wis)
12 ● +5 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● +5 Persuasion (Cha) > Bardic Inspiration < <

CHARISMA -1 Religion (Int) > < <

+3 +3 Sleight of Hand (Dex) > < <

+3 Stealth (Dex) > < <

+1 Survival (Wis) > < <


16 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

13 PASSIVE WISDOM (PERCEPTION) Sling ✔ Dex 30/120 ft +5 1d4+3 Bludgeoning


>
Ammunition
DESCRIPTION

Dagger ✔ Dex Melee, 20/60 ft +5 1d4+3 Piercing


>
Finesse, light, thrown
SENSES
>

NAME TOTAL NAME TOTAL


Bullets >
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly) Based on the character sheet TM & © 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com
Add Features
Bard (College of Glamour), level 1:
◆ 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) [2 cantrips & 4 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

IDEALS

BONDS

FLAWS

Feature Name: Shelter of the Faithful

I command the respect of those who share my faith. I can perform


the religious ceremonies of my faith. My companions and I can
expect free healing and care at an establishment of my faith, though
I must provide any material components needed for spells. Those
who share my religion will support me at a modest lifestyle.

BACKGROUND FEATURE

Human (+1 to two different ability scores of my choice)

Skills: I gain proficiency in one skill of my choice.

Feat: I gain one feat of my choice.

CLASS FEATURES RACIAL TRAITS Racial Options

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> Backpack, with 5 > > Common clothes 3 CP

> - Bedroll 7 > > Holy symbol (Necklace) 1


> - Costumes 2 4 > > Belt pouch (with coins) 1 SP
> - Candles 5 > > Leather armor 10
> - Rations, days of 5 2 > > Sling 1 0
> - Waterskin 5 > > Dagger 1 1 EP

> - Disguise kit 3 > >


>
>
Lute
Prayer book/wheel
2
5
>
>
>
>
15 GP

> Incense, sticks of 5 > >


> Vestments 4 > > PP

> > >


WEIGHT CARRIED
> > >
65.3 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
41 - 80 lb
> > >
CARRYING
HEAVILY CAPACITY
ENCUMBERED
> > >
120 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 49 SUBTOTAL SUBTOTAL 16 121 - 240 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly) Based on the character sheet TM & © 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com
> FEAT: Magic Initiate [Cleric] Human bonus feat; PHB, page 168

I learn two cantrips and one 1st-level spell of my choice from the
cleric's spell list.
I can cast the spell it at its lowest level once per long rest.
Wisdom is my spellcasting ability for these.

> FEAT:

> FEAT:

> FEAT:

FEATS

> MAGIC ITEM: Attuned

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly) Based on the character sheet TM & © 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com
RENOWN
Medium
Andover GENDER AGE SIZE HEIGHT WEIGHT

CHARACTER NAME ALIGNMENT FAITH HAIR EYES SKIN

ORGANIZATION

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SYMBOL

FACTION RANK

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Modest LIFESTYLE DAILY PRICE 1 gp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly) Based on the character sheet TM & © 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com
Companion Options

RACE SIZE HEIGHT WEIGHT

COMPANION TYPE AGE GENDER ALIGNMENT


NAME

F
Temporary HP: SUCCESSES
PRO

STR INT Set Max HP


STRENGTH
DEX WIS
CON CHA ARMOR PROFICIENCY MAXIMUM
CLASS BONUS HIT POINTS Heal FAILURES

SAVING THROWS CURRENT HIT POINTS DEATH SAVES

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

DEXTERITY >

DESCRIPTION
INITIATIVE SPEED
>
LEVEL USED

DIE >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
ATTACKS

F EX
PRO

Acrobatics (Dex)
Animal Handling (Wis)

INTELLIGENCE
Arcana (Int)
Athletics (Str)
Deception (Cha)
History (Int)
Insight (Wis)
Intimidation (Cha)
WISDOM Investigation (Int)
Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)

CHARISMA Persuasion (Cha)


Religion (Int) FEATURES TRAITS
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)
SKILLS

PASSIVE WISDOM (PERCEPTION)

SENSES

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REMARKS
COMPANION’S APPEARANCE NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly) Based on the character sheet TM & © 2014 Wizards of the Coast LLC; edited 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

Andover
CHARACTER NAME SPELL SLOTS

MAGIC INITIATE SPELLS Wisdom +3 DC 11


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Guidance 1 willing creature adds 1d4 to ability check of its choice, after rolling, once during the duration — Div 1a Touch V,S Conc, 1 min P 248
> Resistance 1 willing crea can add 1d4 to one saving throw after rolling, once during the duration — Abjur 1a Touch V,S,M Conc, 1 min P 272

1ST LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.

LR Healing Word Heals 1 living creature 1d4+1d4/SL+spellcasting ability modifier — Evoc 1 bns 60 ft V Instantaneous P 250

BARD SPELLS Charisma +5 DC 13


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Mage Hand Create spectral hand for simple tasks or carry up to 10 lb; 1 a to control; can't have multiple instances — Conj 1a 30 ft V,S 1 min (D) P 256
> 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
> Detect Magic (R) Know presence of magic within 30 ft; 1 a to see auras and determine school — Div 1a Self V,S Conc, 10 min P 231
> 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 V Conc, 1 min P 239
> Tasha's Hideous Laughter 1 crea with Int>4 save or fall prone, incapacitated, can't stand; save end of each turn or if taking dmg Wis Ench 1a 30 ft V,S,M Conc, 1 min P 280
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly); Spell Sheet 1/1 Based on the character sheet TM & © 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com
Logsheet Options

Andover Bard (College of Glamour) 1


CHARACTER NAME CLASSES & LEVELS FACTION

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ADVENTURE LOGSHEET Phillip 1 of 1
PLAYER NAME DCI NUMBER SHEET NUMBER

> ADVENTURE NAME: SESSION:

DM NAME & DCI: DATE:

EXPERIENCE GOLD DOWNTIME RENOWN MAGIC ITEMS


START

GAIN

TOTAL

LOGSHEET ENTRY 1

> ADVENTURE NAME: SESSION:

DM NAME & DCI: DATE:

EXPERIENCE GOLD DOWNTIME RENOWN MAGIC ITEMS


START

GAIN

TOTAL

LOGSHEET ENTRY 2

> ADVENTURE NAME: SESSION:

DM NAME & DCI: DATE:

EXPERIENCE GOLD DOWNTIME RENOWN MAGIC ITEMS


START

GAIN

TOTAL

LOGSHEET ENTRY 3

> ADVENTURE NAME: SESSION:

DM NAME & DCI: DATE:

EXPERIENCE GOLD DOWNTIME RENOWN MAGIC ITEMS


START

GAIN

TOTAL

LOGSHEET ENTRY 4

> ADVENTURE NAME: SESSION:

DM NAME & DCI: DATE:

EXPERIENCE GOLD DOWNTIME RENOWN MAGIC ITEMS


START

GAIN

TOTAL

LOGSHEET ENTRY 5

> ADVENTURE NAME: SESSION:

DM NAME & DCI: DATE:

EXPERIENCE GOLD DOWNTIME RENOWN MAGIC ITEMS


START

GAIN

TOTAL

LOGSHEET ENTRY 6
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly) Based on the character sheet TM & © 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com
PLAYER REFERENCE LINE

Point of Origin CONE CUBE SPHERE CYLINDER


AREA OF EFFECT

ATTACK (action) HIDE (action) BLINDED


Make one melee or ranged attack with a weapon, or Hide from those that can’t perceive you. Your Dex Fail checks involving sight. LEVEL EFFECT (cumulative)
multiple attacks with the ‘Extra Attack’ class feature. (Stealth) check is the DC for anybody’s Wis (Perception) Attacks have disadvantage. 1 Disadvantage on ability checks
(See the ‘Attack Action’ section below.) check to discover you. Enemy attacks have advantage. 2 Speed halved
CAST A SPELL (casting time of the spell) OVERRUN (action or bonus action) * (DMG 272) CHARMED 3 Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostile’s space once by winning opposing Can’t harm/attack charmer. 4 Hit Point maximum halved
DASH (action) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on 5 Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. 6 Death
READY (action) DEAFENED EXHAUSTION (PHB 291)
DISENGAGE (action)
Your movement doesn’t provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a FRIGHTENED
DODGE (action)
spell requires concentration and expends the spell slot. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage SEARCH (action) Can’t willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception) GRAPPLED
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. TUMBLE (action or bonus action) * (DMG 272) moved out of grappler’s reach by an effect.
ESCAPE (action) Move through hostile’s space once by winning opposing INCAPACITATED
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Can’t take actions or reactions.
(Acrobatics) check vs. grappler’s Str (Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Can’t be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield, PARALYZED
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Can’t move or speak. Fail Str and Dex saving throws.
COMBAT ACTIONS (PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
* This action is an optional rule introduced in the Dungeon Master Guide (and is therefore not eligible in Adventurer’s League play). PETRIFIED
Incapacitated. Can’t move or speak. Unaware of surroundings. Resistance
MELEE ATTACK (one attack) to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Normal attack on target within 5 ft. If attacking with a light HALF +2 AC and Dex saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a 3/4 +5 AC and Dex saving throws POISONED
light melee weapon in other hand as a bonus action, see ‘Two- TOTAL Can’t be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting’. If either weapon has the thrown property, it COVER (PHB 196) PRONE
may be thrown as part of this action. Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have disadvantage.
RANGED ATTACK (one attack) Enemy attacks have advantage within 5 ft and disadvantage if further away.
Normal attack if up to normal range (first number). Disadvantage on the attack if up to long range (second number).
RESTRAINED
Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
TWO-WEAPON FIGHTING (bonus action with attack action) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
STUNNED
other hand as a bonus action. This off-hand attack can’t add a positive ability score modifier to the damage roll. If the Incapacitated. Can’t move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
DISARM (instead of one attack) * (DMG 271)
UNCONSCIOUS
Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Can’t move or speak. Unaware of surroundings.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have Drop everything. Fail Str and Dex saving throws.
advantage and smaller have disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
GRAPPLE (instead of one attack)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you CONDITIONS (PHB 290)

by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) * (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
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. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)

MOVE (limited by movement speed) FORCED MARCH


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a Con PACE MINUTE HOUR DAY EFFECT
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
types (e.g. from flying to walking), by subtracting the distance already moved end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles ––
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostile’s space, and through a hostile’s FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creature’s space Go without food for 3 + Con modifier of consecutive
counts as difficult terrain. days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
CLIMB / SWIM (at ½ speed) 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
CRAWL (at ½ speed) one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
Crawl while prone (see conditions). Dropping prone costs no movement speed. FALLING
DIFFICULT TERRAIN (at ½ speed) 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.
Moving through difficult terrain costs twice as much speed. Another creature’s SUFFOCATING
space counts as difficult terrain. Hold breath for 1 + Con modifier in minutes (30 seconds minimum). After that, survive for Con modifier in
JUMP rounds, after which drop to 0 hit points and dying.
After moving at least 10 feet on foot, you can jump your Str score in feet straight SHORT REST
forward, or 3 + your Str modifier in feet up. The jump distance is halved when A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump. LONG REST
STAND UP (costs ½ 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
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
MOVEMENT (PHB 182) ENVIRONMENT (PHB 183)
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Printer Friendly) Based on the character sheet TM & © 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com

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