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Bard 1 Noble

Sir Calvin Delmeade CLASS & LEVEL BACKGROUND PLAYER NAME

Human Neutral good


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION

13 +2
Relatively easy-going, I get lost in my own exciting
30 ft
STRENGTH

9
stories that may or may not be exaggerated. I crave
ARMOR depth and meaning in relationships, though I am
+2 PROFICIENCY BONUS CLASS INITIATIVE SPEED highly selective about who sees that side of me.
-1 PERSONALITY TRAITS

Hit Point Maximum 9


-1 Strength
DEXTERITY Truth. A small twist in a tale is meant only to get at the
● +4 Dexterity heart of the felt reality. Life should be experienced and

15 +1
+0
Constitution
Intelligence
CURRENT HIT POINTS
enjoyed, but we have a duty to preserve and retell as well.
IDEALS

+2 +2 Wisdom
I am very dedicated to my family. My father is an
● +5 Charisma
honorable nobleman who is undervalued in court, and
CONSTITUTION SAVING THROWS my mother, gods bless her, has delicate nerves.

13
TEMPORARY HIT POINTS BONDS

● +4 Acrobatics (Dex) Total SUCCESSES At times, my gallant attitude can come across as
+1 +2 Animal Handling (Wis)
1d8 FAILURES
overly flippant. I might also overestimate my abilities
or charm from time to time, but it usually works out.
+0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE -1 Athletics (Str)

11 ● +5
+2
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE

Bardic Inspiration: You can inspire


Rapier +4 1d8 + 2 piercing


+0 +2 Insight (Wis)
others through stirring words or music.
+3 Intimidation (Cha) Dagger +4 1d4 + 2 piercing
To do so, you use a bonus action on
WISDOM +0 Investigation (Int)
Dagger (thrown) +4 1d4 + 2 range 20/60 your turn to choose one creature other
14
+2 Medicine (Wis)
+0 Nature (Int)
than yourself within 60 feet of you who
Vicious Mockery: 1 action, 60 feet can hear you. That creature gains one
+2 Perception (Wis)
+2 Wis. saving throw (DC 13) or 1d4 psychic Bardic Inspiration die, a d6.
+3 Performance (Cha)
damage & disadv on next attack roll
● +5 Persuasion (Cha) Once within the next 10 minutes, the
CHARISMA
+0 Religion (Int) creature can roll the die and add the
Tasha's Hideous Laughter: 1 action, 30
16 +2 Sleight of Hand (Dex)
feet, concentration, up to 1 min.
number rolled to one ability check,
+4 attack roll, or saving throw it makes.
Stealth (Dex)
Wis. saving throw (DC 13) or prone,

+3 +2 The creature can wait until after it rolls


Survival (Wis)
incapacitated, and unable to stand up
SKILLS ATTACKS & SPELLCASTING
the D20 before deciding to use the
Bardic Inspiration die, but must decide
12 PASSIVE WISDOM (PERCEPTION) before the DM says whether the roll
CP leather armor succeeds or fails. Once the Bardic
diplomat's pack Inspiration die is rolled, it is lost. A
lute creature can have only one Bardic
SP
Languages: Common, Elvish,
Dwarvish scroll of pedigree Inspiration die at a time.
EP
You can use this feature a number of
times equal to your Charisma modifier.
Gaming proficiency: Dragonchess GP 25
You regain any expended uses when
PP you finish a long rest.
Musical instruments: lute, flute,
lyre Calvin's Bardic Inspiration die: 3 avail.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
25 6'2" 180
Sir Calvin Delmeade
AGE HEIGHT WEIGHT

Sea-grey, intense, serious Light tan with freckles Medium brown, pushed back
CHARACTER NAME EYES SKIN HAIR

Master Elias—beloved teacher NAME

Remmy Sullivan—best friend

Stormguard Bharmyr—martial
trainer and trusted ally

Lady Nehanna Talvere—lost love

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Position of Privilege: Thanks to your noble birth, people are inclined to


Calvin and his family moved to Amn in his
early teens. Up to that point, his life had think the best of you. You are welcome in high society, and people assume
progressed much as any young you have the right to be wherever you are. The common folk make every
nobleman's should: etiquette, dancing, effort to accommodate you and avoid your displeasure, and other people of
education, martial training, equine sports, high birth treat you as a member of the same social sphere. You can
diplomacy, music, composition, the list
goes on. However, shortly after the
secure an audience with a local noble if you need to.
family's transition to a more prominent
position in the court, he met a beautiful
young noblewoman, Lady Nehanna. The
two struck up an intimate friendship,
aided in part by their mutual friend
Remmy. However, the story of Calvin and
Nehanna ended prematurely in separation
and heartbreak. Just as the young couple
ADDITIONAL FEATURES & TRAITS
was growing deeply attached to one
another and thought of making their
relationship public, Nehanna was married The Sign of Respite Amulet: worn always, this necklace is Calvin's only
off to a wealthy, manipulative, and physical reminder of the lovely Lady Nehanna Talvere, from whom he has
powerful nobleman. The night before she
been parted forever. She slipped it into his hand the night they attempted
was to sail away, the two attempted an
escape of the castle but were discovered to flee Amn and the power of the Council of Five.
by her father's guards. They beat Calvin
and left him in the hallway, dragging
Nehanna away. It took all of Lord
Delmeade's influence to rescue his son
from the ire of Duke Talvere, the king's
most trusted and ambitious adviser.
CHARACTER BACKSTORY TREASURE

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
Mage Hand
Vicious Mockery

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

● Charm Person
Healing Word

4
● Tasha's Hideous Laughter
● Unseen Servant
SPELLS KNOWN

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

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