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Bard [College of Eloquence] (3)

Criminal Thomas
CLASS & LEVEL BACKGROUND PLAYER NAME
Kebo Trohs Kobold Chaotic Neutral 990
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH Can get mad at things quickly
13 +3 30
-2 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
Can crack a joke or two
6 PERSONALITY TRAITS

Hit Point Maximum 21


-2 Strength
DEXTERITY ●
+4 Dexterity Anything can be bought
aslong as the price is right
+2 +1 Constitution
+1 Intelligence
CURRENT HIT POINTS IDEALS

14 +2 Wisdom Rico (Both speak draconic)


Skuark (Criminal Contact)

+6 Charisma 2 sisters Quin and Bin (Came to vist him once 2 years ago has kept in touch
through letters ever since)
Mom and dad Binson and Quinton (Parents always had something against him)
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+1 +3 Acrobatics (Dex) SUCCESSES

12 3x(1d8+1) Can get mad at things


+3 Animal Handling (Wis) FAILURES
quickly
+2 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
-1

+1 ●
+8 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE

12 ●
+4 Insight (Wis)
Dagger +4 1d4+2 piercing
Backpack
WISDOM
+5 Intimidation (Cha)
+2 Investigation (Int)
Bedroll
+3 Medicine (Wis) Candle x5
+2 +2 Nature (Int)
Clothes, common

+4 Perception (Wis) Number of
15
+5 Performance (Cha)
Attacks: 1 Costume x2
CHARISMA

+8 Persuasion (Cha)
+2 Religion (Int)
Crowbar
+4 +3 Sleight of Hand (Dex) Disguise Kit
18

+4 Stealth (Dex) Leather
+3 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING


Pan Flute
Pouch
14 PASSIVE WISDOM (PERCEPTION)
CP Rations (1 day)
SP
x5
Tool Proficiencies:
Dragonchess Set; Drum; Waterskin
EP
Flute; Pan Flute; Thieves'
Tools
GP
15
Weapon Proficiencies:
Crossbow, hand; Longsword; PP

Rapier; Shortsword; Simple

Armor Proficiencies: Light


OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
37 2 ft 27lbs
AGE HEIGHT WEIGHT
Kebo Trohs Bright yellow Dark Purple Bald
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

When Kebo was younger his family (Mom,dad and 2 sisters) were very uptight
he wanted to break free from this mould and became a trouble maker one day
he accidently killed someone when a prank went wrong and he was sent to
the jail in Xhorhas .He escaped went under a fake name (Mai) and ran a Inn
that also purposed as a black-market he has been running this black
market/Inn for over 20 years and has met many faces over those year some of
them which stood out the most was Rico and Skuark. Rico was the one of a
few folk he met in his time in Xhorhas who stayed Kebo offered him a spot in
his wine cellar under his inn to turn into his workshop and over the years they
formed a bond he learned about Ricos past and Rico learned about his.
Skurark was a Aarakocra (Bird person) who Kebo got to know early on in his
time in Xhorhas Skurark had a lot of underground connections making running
a black market easier for Kebo, Kebo doesn't ask Skurark where he gets his
good from and he likes it that way. Kebo heart of a traveling circus and
decides to go to try to scam people and brings Rico as some meat to protect
him.

RANDOM FACTS:
His black market was called Mai's Inn (for) Lost Friends Milf for short
He sold anything he could find his hands on
His black market was an Inn from the outside and the secret word to buy from
the black market was "Whats for dinner at 9am"
Raspy voice
Acts well above his years
Calls people older that him youngins.

Feat:
Inspiring Leader
You can spend 10 minutes inspiring your companions, shoring up their resolve
to fight. When you do so, choose up to six friendly creatures (which can
include yourself) within 30 feet of you who can see or hear you and who can
understand you. Each creature can gain temporary hit points equal to your
level + your Charisma modifier. A creature can't gain temporary hit points from
this feat again until it has finished a short or long rest.

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Bard Charisma 14 +6
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

Dissonant Whispers

Healing Word
4
Hideous Laughter

Sleep
SPELLS KNOWN

2 2
Alacrity

Disorient

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

Darkvision: 60 ft.

----------Bonus Actions----------
Bardic Inspiration. Inspire another creature with a 1d6 that it can, within the next 10 min., add to a d20 roll
(use 4 times/long rest).

Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until
the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you
that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Unsettling Words. Also at 3rd level, you can spin words laced with magic that unsettle a creature and
cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose
one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract
the number rolled from the next saving throw it makes before the start of your next turn.

---------------Actions--------------
Universal Speech. Also at 6th level, you have gained the ability to make your speech intelligible to any
creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your
Charisma modifier (minimum of one creature). The chosen creatures can magically understand you,
regardless of the language you speak, for 1 hour.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot
to use it again.

-------------Reactions-------------
Infectious Inspiration. At 14th level, when you successfully inspire someone, the power of your eloquence
can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic
Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your
reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you,
giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.

You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you
regain all expended uses when you finish a long rest.

-----------Other Traits------------
Criminal Contact. You have a reliable and trustworthy contact who acts as your liaison to a network of
other criminals. You know how to get messages to and from your contact, even over great distances;
specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver
messages for you.

Criminal Specialty. Worked at the black market.

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

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within
5 feet of the creature and the ally isn't incapacitated.

Silver Tongue. Starting at 3rd level, you are a master at saying the right thing at the right time. When you
make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a
10.

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

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely
on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Page 1

Minor Illusion Vicious Mockery Dissonant Whispers


Bard Cantrip Illusion DC 14 Spell Mod +6 Bard Cantrip Enchantment DC 14 Spell Mod +6 Bard Level 1 Enchantment DC 14 Spell Mod +6
1 Act. 30 ft S,M 1 min 1 Act. 60 ft V Inst 1 Act. 60 ft V Inst
A bit of fleece

You create a sound or an image of an object Choose a creature you can see. If it can hear You whisper a discordant melody that only
within range that lasts for the duration. The you, it must pass a Wisdom save or take 1d4 one creature of your choice within range can
illusion also ends if you dismiss it as an action psychic damage and have disadvantage on its hear, wracking it with terrible pain. The target
or cast this spell again. If you create a sound, next attack roll before the end of its next turn. must make a Wisdom saving throw. On a
its volume can range from a whisper to a The damage increases by 1d4 when you failed save, it takes 3d6 psychic damage and
scream. It can be your voice, someone else's reach 5th, 11th, and 17th level. must immediately use its reaction, if available,
voice, a lion's roar, a beating of drums, or any to move as far as its speed allows away from
other sound you choose. The sound continues you. The creature doesn’t move into obviously
unabated throughout the duration, or you can dangerous ground, such as a fire or a pit. On a
make discrete sounds at different times before successful save, the target takes half as much
the spell ends. If you create an image of an damage and doesn’t have to move away. A
object—such as a chair, muddy footprints, or a deafened creature automatically succeeds on
small chest—it must be no larger than a 5-foot the save. At Higher Levels. When you cast this
cube. The image can't create sound, light, spell using a spell slot of 2nd level or higher,
smell, or any other sensory effect. Physical the damage increases by 1d6 for each slot level
interaction with the image reveals it to be an above 1st.
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

Healing Word Hideous Laughter Sleep


Bard Level 1 Evocation DC 14 Spell Mod +6 Bard Level 1 Enchantment DC 14 Spell Mod +6 Bard Level 1 Enchantment DC 14 Spell Mod +6
1 B.A. 60 ft V Inst 1 Act. 30 ft V,S,M Conc, 1 min 1 Act. 90 ft V,S,M 1 min
Tiny tarts and a feather that is waved in the air A pinch of fine sand, rose petals, or a cricket

A creature of your choice that you can see A creature of your choice that you can see This spell sends creatures into a magical
within range regains hit points equal to 1d4 + within range perceives everything as slumber. Roll 5d8; the total is how many hit
your spellcasting ability modifier. This spell hilariously funny and falls into fits of laughter points of creatures this spell can affect.
has no effect on undead or constructs. At if this spell affects it. The target must succeed Creatures within 20 feet of a point you choose
Higher Levels. When you cast this spell using a on a Wisdom saving throw or fall prone, within range are affected in ascending order of
spell slot of 2nd level or higher, the healing becoming incapacitated and unable to stand their current hit points (ignoring unconscious
increases by 1d4 for each slot level above 1st. up for the duration. A creature with an creatures). Starting with the creature that has
Intelligence score of 4 or less isn't affected. At the lowest current hit points, each creature
the end of each of its turns, and each time it affected by this spell falls unconscious until
takes damage, the target can make another the spell ends, the sleeper takes damage, or
Wisdom saving throw. The target has someone uses an action to shake or slap the
advantage on the saving throw if it's triggered sleeper awake. Subtract each creature's hit
by damage. On a success, the spell ends. 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

Alacrity Disorient
Bard Level 2 Transmutation DC 14 Spell Mod +6 Bard Level 2 Illusion DC 14 Spell Mod +6
1 B.A. Self V,S 1 Round 1 Action 60 ft V,S,M 1 Minute
A mobius strip

Until the spell ends, your speed is doubled, Targeting a creature with you can see, you flip
you gain a +2 bonus to AC, you have their perception of reality. The target creature
advantage on Dexterity saving throws, and must pass a Wisdom saving throw or become
you gain an additional action. That action can disoriented. A disoriented creature has
be used only to take the Attack (one weapon disadvantage on all attack rolls and at the start
attack only), Dash, Disengage, Hide, or Use an of their turn moves 10 feet in a random
Object action. If you are under the effect of direction before their speed becomes zero
haste, you gain no benefit from this spell. until the start of their next turn. At the end of
each of its turns, the target can make another
Wisdom saving throw. On a success, the spell
ends, but if the target fails by 5 or more, it fails
prone.
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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