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Bard [College of Creation] (3)

Pirate Sebbeb
CLASS & LEVEL BACKGROUND PLAYER NAME
Alexander Aarakocra Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
13 +3 25
+2 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

14 PERSONALITY TRAITS

Hit Point Maximum 28


+2 Strength
DEXTERITY ●
+4 Dexterity

+2 +2 Constitution
+1 Intelligence
CURRENT HIT POINTS IDEALS

15 +2 Wisdom

+5 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2 +3 Acrobatics (Dex) SUCCESSES

14 +3 Animal Handling (Wis)


3x(1d8+2)
FAILURES

+2 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE ●
+4 Athletics (Str)

+1 ●
+5 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE

13 +3 Insight (Wis)
Dagger +4 1d4+2 piercing
Backpack
WISDOM
+4 Intimidation (Cha)
+2 Investigation (Int)
Handaxe +4 1d6+2 slashing
Bedroll
+3 Medicine (Wis) Candle x5
+2 +2 Nature (Int)
Clothes, common

+4 Perception (Wis) Number of
15 ●
+7 Performance (Cha)
Attacks: 1 Costume x2
CHARISMA
+4 Persuasion (Cha)
+2 Religion (Int)
Disguise Kit
+3 +3 Sleight of Hand (Dex) Leather
17

+6 Stealth (Dex) Lute
+3 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING


Pouch
Rations (1 day)
14 PASSIVE WISDOM (PERCEPTION)
CP x5
SP
Rope, silk
Tool Proficiencies: Bagpipes; Flute;
Lute; Navigator's Tools; Water Waterskin
Vehicles EP

Weapon Proficiencies: Crossbow,


hand; Longsword; Rapier;
Shortsword; Simple
GP
10
PP
Armor Proficiencies: Light

Language Proficiencies: Aarakocra;


Auran; Common
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
30 Mycket Thiccc
AGE HEIGHT WEIGHT
Alexander Svart Rosa Vit
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Bard Charisma 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Minor Illusion
Vicious Mockery

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Detect Magic

Hideous Laughter
4
Sleep
SPELLS KNOWN

2 2
Blindness/Deafness

Invisibility
Mind Thrust
5

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

----------Bonus Actions----------
Bardic Inspiration. Inspire another creature with a 1d6 that it can, within the next 10
min., add to a d20 roll (use 3 times/long rest).

-----------Other Traits------------
..

Bad Reputation. No matter where you go, people are afraid of you due to your
reputation. When you are in a civilized settlement, you can get away with minor
criminal offenses, such as refusing to pay for food at a tavern or breaking down doors
at a local shop, since most people will not report your activity to the authorities.

Equipment. You possess a belaying pin (club), and a lucky charm such as a rabbit
foot or a small stone with a hole in the center (or you may roll for a random trinket on
the Trinkets table in chapter 5). Enter these manually as custom items.

Flight. You have a flying speed of 50 feet. To use this speed, you can't be wearing
medium or heavy armor.

Jack of All Trades. +1 to ability checks that don't already include your proficiency
bonus.

Note of Potential. You can manipulate the Song of Creation to summon a floating
musical note of possibility: Whenever you give a creature a Bardic Inspiration die, you
can create a Note of Potential. The note orbits within 5 feet of the creature. The note
is a Tiny object that is intangible and invulnerable, and it lasts until the Bardic
Inspiration die is lost. A creature with a note can use it in the following ways.
Note of Destruction. Immediately after the creature rolls the Bardic Inspiration die to
add it to an attack roll, the creature can expend the note to create a burst of sound.
Each other creature within 5 feet of it must succeed on a Constitution saving throw
against your spell save DC or take thunder damage equal to the number rolled on the
Bardic Inspiration die.
Note of Protection. Immediately after the creature rolls the Bardic Inspiration die
and adds it to a saving throw, the creature can expend the note to gain temporary hit
points equal to the number rolled on the Bardic Inspiration die + your Charisma
modifier, provided the creature doesn't already have temporary hit points.
Note of Ingenuity. When the creature rolls the Bardic Inspiration die to add it to an
ability check, the creature can expend the note to roll the Bardic Inspiration die again
and choose which roll to use. .

Song of Rest. With a song, you and friendly creatures gain 1d6 additional healing at
the end of a short rest.

Talons. Your talons are natural weapons, which you can use to make unarmed
strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength
modifier, instead of the bludgeoning damage normal for an unarmed strike.
Page 1

Blindness/Deafness Detect Magic (ritual) Hideous Laughter


Bard Level 2 Necromancy DC 13 Spell Mod +5 Bard Level 1 Divination DC 13 Spell Mod +5 Bard Level 1 Enchantment DC 13 Spell Mod +5
1 Act. 30 ft V 1 min 1 Act. Self V,S Conc, 10 mins 1 Act. 30 ft V,S,M Conc, 1 min
Tiny tarts and a feather that is waved in the air

You can blind or deafen a foe. Choose one For the duration, you sense the presence of A creature of your choice that you can see
creature that you can see within range to make magic within 30 feet of you. If you sense magic within range perceives everything as
a Constitution saving throw. If it fails, the in this way, you can use your action to see a hilariously funny and falls into fits of laughter
target is either blinded or deafened (your faint aura around any visible creature or if this spell affects it. The target must succeed
choice) for the duration. At the end of each of object in the area that bears magic, and you on a Wisdom saving throw or fall prone,
its turns, the target can make a Constitution learn its school of magic, if any. The spell can becoming incapacitated and unable to stand
saving throw. On a success, the spell ends. At penetrate most barriers, but it is blocked by 1 up for the duration. A creature with an
Higher Levels. When you cast this spell using a foot of stone, 1 inch of common metal, a thin Intelligence score of 4 or less isn't affected. At
spell slot of 3rd level or higher, you can target sheet of lead, or 3 feet of wood or dirt. the end of each of its turns, and each time it
one additional creature for each slot level takes damage, the target can make another
above 2nd. Wisdom saving throw. The target has
advantage on the saving throw if it's triggered
by damage. On a success, the spell ends.

Invisibility Mind Thrust Minor Illusion


Bard Level 2 Illusion DC 13 Spell Mod +5 Bard Level 2 Enchantment DC 13 Spell Mod +5 Bard - Illusion cantrip DC 13 Spell Mod +5
1 Act. Touch V,S,M Conc, 1 hr 1 Act. 90 ft V 1 Rnd 1 Act. 30 ft S,M 1 min
An eyelash encased in gum arabic A bit of fleece

A creature you touch becomes invisible until You thrust a lance of psychic disruption into You create a sound or an image of an object
the spell ends. Anything the target is wearing the mind of one creature you can see within within range that lasts for the duration. The
or carrying is invisible as long as it is on the range. The target must make an Intelligence illusion also ends if you dismiss it as an action
target's person. The spell ends for a target that saving throw. On a failed save, the target takes or cast this spell again. If you create a sound,
attacks or casts a spell. At Higher Levels. 3d6 psychic damage, and it can't take a its volume can range from a whisper to a
When you cast this spell using a spell slot of reaction until the end of its next turn. scream. It can be your voice, someone else's
3rd level or higher, you can target one Moreover, on its next turn, it must choose voice, a lion's roar, a beating of drums, or any
additional creature for each slot level above whether it gets a move, an action, or a bonus other sound you choose. The sound continues
2nd. action; it gets only one of the three. On a unabated throughout the duration, or you can
successful save, the target takes half as much make discrete sounds at different times before
damage and suffers none of the spell's other the spell ends. If you create an image of an
effects. At Higher Levels. When you cast this object—such as a chair, muddy footprints, or a
spell using a spell slot of 3rd level or higher, small chest—it must be no larger than a 5-foot
you can target one additional creature for each cube. The image can't create sound, light,
slot level above 2nd. The creatures must be smell, or any other sensory effect. Physical
within 30 feet of each other when you target interaction with the image reveals it to be an
them. illusion, because things can pass through it. If
a creature uses its action to examine the sound
or image, the creature can determine that it is

Sleep Vicious Mockery


Bard Level 1 Enchantment DC 13 Spell Mod +5 Bard - Enchantment cantrip DC 13 Spell Mod +5
1 Act. 90 ft V,S,M 1 min 1 Act. 60 ft V Inst
A pinch of fine sand, rose petals, or a cricket

This spell sends creatures into a magical Choose a creature you can see. If it can hear
slumber. Roll 5d8; the total is how many hit you, it must pass a Wisdom save or take 1d4
points of creatures this spell can affect. psychic damage and have disadvantage on its
Creatures within 20 feet of a point you choose next attack roll before the end of its next turn.
within range are affected in ascending order of The damage increases by 1d4 when you
their current hit points (ignoring unconscious reach 5th, 11th, and 17th level.
creatures). Starting with the creature that has
the lowest current hit points, each creature
affected by this spell falls unconscious until
the spell ends, the sleeper takes damage, or
someone uses an action to shake or slap the
sleeper awake. Subtract each creature's hit
points from the total before moving on to the
creature with the next lowest hit points. A
creature's hit points must be equal to or less
than the remaining total for that creature to be
affected. Undead and creatures immune to
being charmed aren't affected by this spell. At
Higher Levels. When you cast this spell using a
Page 1 (reverse)

Minor Illusion (reverse)


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.

Sleep (reverse)
spell slot of 2nd level or higher, roll an
additional 2d8 for each slot level above 1st.

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