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Name: Wit Player: Matt


7 Class: Bard (College of Lore)
Experience: 23,000 Add: Next level: 34,000
Background: Courtier
LEVEL Race: Half-Elf Size: Medium Height: Weight:
Gender: Male Hair: Black Eyes: Blue Skin: Fair
Age: 28 Alignment: Chaotic Neutral Faith:

Skills
Abilities ADV
DIS BONUS NAME (ABILITY) PROF. EXP.
Show 2nd DC
+6 Acrobatics (DEX)
ABILITY MODIFIER SAVING THROW PROF.
BONUS Ability Save DC 0 Animal Handling (WIS)
+3
8
STR -1 -1
PROFICIENCY
BONUS +
+4 Arcana (INT)
STRENGTH
8+
Cha 15 0 Athletics (STR)

16
DEX +3 +6 Senses +7 Deception (CHA)
DEXTERITY
Proficiency +2 History (INT)
15 Passive Perception
CON +2 +2
Bonus +2 Insight (WIS)
14 Darkvision 60 ft
CONSTITUTION +7 Intimidation (CHA)
INSPIRATION
+2 Investigation (INT)
12 INT +1 +1
INTELLIGENCE Limited Features SR LR Dawn 0 Medicine (WIS)
+2 Nature (INT)
8
WIS -1 -1
FEATURE MAX. USAGES RECOVERY USED

WISDOM Bardic Inspiration (d8) 4 SR +5 Perception (WIS)


+7 Performance (CHA)
19 CHA +4 +7
CHARISMA
+10 Persuasion (CHA)
+2 Religion (INT)
+6 Sleight of Hand (DEX)
Saving Throw Advantages / Disadvantages +6 Stealth (DEX)
Magic can't put me to sleep; Adv. on saves vs. charmed
0 Survival (WIS)
Tool
SPEED
DEX MISC. SPEED ENCUMBERED
Combat +4 Initiative 3 + 30 ft 20 ft
Defense Health

AC DURING REST Set Max HP WOUNDS


12 ARMOR
BONUS Studded Leather
+

17
TEMPORARY HP
2 SHIELD
BONUS Shield CURRENT
+ RESISTANCE
AC 3
+
DEXTERITY
MOD
MEDIUM ARMOR (MAX = 2)
HEAVY ARMOR (MOD = 0)
STEALTH
DISADV.
HP 70 70 Heal
DIE LIVE
7 × d8 + 2
MAGIC
+
MAX HIT POINTS I DC10 I
MISC
MOD 1 × + II II
+ RECOVER HALF OF YOUR MAXIMUM HIT III III
MISC HALF DAMAGE × +
MOD 2 HIT DICE AFTER A LONG REST. DICE
1
LEVEL DIE CON USED DEATH SAVING THROWS
Attacks PER
ATTACKS
ACTION Actions
WEAPON / DESCRIPTION PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE MAXIMUM OF 1 ACTION, 1 BONUS ACTION, AND 1 REACTION PER TURN.
Rapier Melee +6 1d8+3 Piercing Attack / Cast a Spell
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - Letter)

✔ Dex

Finesse Dash / Disengage / Dodge

Shortbow ✔ Dex 80/320 ft +6 1d6+3 Piercing Escape Grapple / Help / Hide


Ammunition, two-handed Ready / Search / Use Object
Overrun / Tumble (or as bonus action)
Dagger ✔ Dex Melee, 20/60 ft +6 1d4+3 Piercing
As 1 attack: Disarm / Grapple / Shove
Finesse, light, thrown
Countercharm
Eldritch Blast ✔ Cha 120 ft +7 2×1d10 Force
BONUS ACTIONS REACTIONS USED THIS ROUND
Each d10 is a separate beam requiring separate rolls (PHB 237)
Bardic Inspiration Opportunity Attack
Vicious Mockery ✔ Cha 60 ft DC 15 2d4 Psychic Cutting Words
Wis save, success - no damage, fail - also disadv. on next attack roll in next turn; 1 creature (PHB 285)

TYPE TOTAL TYPE TOTAL


Arrows Daggers
Reload AMMUNITION Reload AMMUNITION
Add Features

Features Background
PERSONALITY TRAITS
Racial Traits Racial Options
I'm full of witty aphorisms and have a proverb for every occasion. I'm a snob who looks

Half-Elf (+2 Charisma and +1 to two other ability scores of my choice) down on those who can't appreciate fine art.

Skill Versatility: I gain proficiency in two skills of my choice. IDEAL


Freedom: Everyone should be free to pursue his or her own livelihood. (Chaotic)

BOND
I created a great work for someone, and then found them unworthy to receive it. I'm still

Class Features looking for someone worthy.

FLAW
Bard (College of Lore), level 7: No one must ever learn that I once stole money from guild coffers.
◆ Bardic Inspiration (Bard 1, PHB 53) [d8, 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
This addition can be done after seeing the d20 roll, but before knowing the outcome
◆ Spellcasting (Bard 1, PHB 52) [3 cantrips & 10 spells known]
Feats
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
FEAT:
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
◆ Song of Rest (Bard 2, PHB 54) [d6]
FEAT:
Those that use HD and can hear my performance during a short rest get extra healing
◆ Expertise (Bard 3, PHB 54) [with two skills]
I gain expertise with two skills I am proficient with; two more at 10th level
◆ Bonus Proficiencies (College of Lore 3, PHB 54)
I gain proficiency with three skills of my choice
FEAT:
◆ Cutting Words (College of Lore 3, PHB 54)
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
◆ Font of Inspiration (Bard 5, PHB 54)
I can now also recover my expended Bardic Inspiration uses after a short rest FEAT:
◆ Countercharm (Bard 6, PHB 54)
As an action, I can do a performance that lasts until the end of my next turn
While it lasts, any friend in earshot & 30 ft has adv. on saves vs. frightened/charmed
◆ Additional Magical Secrets (College of Lore 6, PHB 55)
I can add two spells/cantrips from any class to my Spells Known Add Equipment

Equipment
A G LBS A G LBS
Fine clothes 3

Belt pouch (with coins) 1


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - Letter)

Background Feature
Court Functionary
My knowledge of how bureaucracies function lets me gain access to the records and inner
workings of any noble court or government I encounter. I know or can easily acquire the
ATTUNED MAGICAL ITEMS (MAX 3)
knowledge who the movers and shakers are, whom to go to for the favors I seek, and what
the current intrigues of interest in the group are.

Proficiencies E TOTAL WEIGHT


4
E E HEA IL E E E H AGLI T
41 - STR × 5 81 - STR × 10 121 - STR × 15 - 30
ARMOR: LIGHT MEDIUM HEAVY SHIELDS OTHER: 80 lb
-10 FT SPEED
120 lb -20 FT SPEED
240 lb
SPEED = 5 FT 4.1 lb
DISADV. STR, DEX, CON
GEAR & COINS
WEAPONS: SIMPLE MARTIAL OTHER: Hand Crossbow, Longsword, Rapier, Shortsword PLATINUM GOLD ELECTRUM SILVER COPPER LIFESTYLE:
Comfortable
= 10 GP =10 SP = 5 SP = 10 CP

Languages Tools & Others 5 DAILY PRICE: 2 gp


Common Gnomish Percussion GEMS AND OTHER VALUABLES:
Elvish Orc Flute (shitty)
Dwarven 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: Wit

Status Possessions

Exhaustion Magic Items


LEVEL EFFECT (CUMULATIVE) MAGIC ITEM: 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
6 Death
MAGIC ITEM: ATTUNED

Conditions
Blinded Petrified
Fail checks involving sight. Attacks have Incapacitated. Can’t 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.
Can’t 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 ½ speed) or stand up (costs ½ speed).
Disadvantage to checks/attacks while source Attacks have disadvantage. Enemy attacks
of fear is in sight. Can’t 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
Can’t take actions or reactions.
Stunned
Incapacitated. Can’t move. Can speak only
Invisible falteringly. Fail Str and Dex saving throws.
Can’t be seen, but noise and tracks. Attacks Enemy attacks have advantage.
have advantage, enemy attacks disadvantage.
Unconscious MAGIC ITEM: ATTUNED
Paralyzed Incapacitated. Can’t move or speak. Unaware
Incapacitated. Can’t 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 doesn’t 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. grappler’s 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 can’t perceive you. Your Dex (Stealth) check is the
Hide Action
DC for anybody’s Wis (Perception) check to discover you.
Action or Move through opponent’s space once by winning opposing Str (Athletics)
Overrun* Bonus Action check. Advantage if you are larger and disadvantage if you are smaller.
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - Letter)

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 opponent’s space once this turn by winning opposing
Tumble* Bonus Action Dex (Acrobatics) check.
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. opponent’s
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 Attack within reach and up to one size larger than you by winning Str (Athletics)
check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
Other Holdings
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 doesn’t 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 Adventurer’s League play).
CHARACTER: Wit
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.
Eldritch Blast Spell attack beam 1d10 Force damage; beams can be combined or split; CL5:2, CL11:3, CL17:4 beams — Evoc 1a 120 ft V,S Instantaneous P 237
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
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.
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
Sleep 20-ft rad 5d8+2d8/SL hp of conscious creatures fall asleep, starting with the lowest current hp crea — Ench 1a 90 ft V,S,M 1 min P 276

2nd Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Heat Metal 1 metal obj 2d8+1d8/SL Fire dmg to touch; save or drop obj; if held: dis. atk/chk; bns a reheat obj Con Trans 1a 60 ft V,S,M Conc, 1 min P 250
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
See Invisibility See invisible/ethereal creatures and objects as if they were visible; ethereals are ghostly, translucent — Div 1a Self V,S,M 1h P 274
Silence (R) 20-ft rad no sound propagates; all within deafened, immune to Thunder dmg, can't use verbal comp. — Illus 1a 120 ft V,S Conc, 10 min P 275

3rd Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Clairvoyance See or hear a familiar place; 1 a to switch between seeing and hearing (100gp) — Div 10 min 1 mile V,S,Mƒ Conc, 10 min P 222
Enemies Abound 1 crea save or regard all creatures it can see as enemies, random targeting; save when damaged to end Int Ench 1a 120 ft V,S Conc, 1 min X 155
Haste 1 willing crea +2 AC, speed doubled, adv. on Dex saves, extra action (1 attack, dash, disengage, hide) — Trans 1a 30 ft V,S,M Conc, 1 min P 250

4th Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Dimension Door Teleport yourself and 1 willing crea within 5 ft, up to 500 ft to a place you see, specify, or describe — Conj 1a 500 ft V Instantaneous P 233

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - Letter); 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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