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Level 1 Satyr Bard 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Hakan
Charlatan Chaotic Neutral Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Bardic Inspiration (Bonus Action—3/Long Rest).


STRENGTH Leather 13 Inspire one creature other than yourself within 60
feet of you who can hear you. It gains one Bardic
PROFICIENCY BONUS +2
13
SHIELD
AC Inspiration die, a d6.Once within the next 10
minutes, the creature can roll the die and add the
N
CIE C
number rolled to one ability check, attack roll, or
+1 Strength saving throw it makes.
Y
PROFI

+1
✘ +4 Dexterity

+0 Constitution ARMOR CLASS


DEXTERITY
-1 Intelligence
MAXIMUM HIT DICE TEMPORARY

15 ✘
+1 Wisdom

+5 Charisma
8 1d8
CONDITIONAL

+2
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS

10 N
CIE C

+4 Acrobatics (Dex)
SPEED
35ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI


RT

EXPE

+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+0 -1 Arcana (Int)
+1 Athletics (Str)
INTELLIGENCE ✘ +5 Deception (Cha)

8 ✘
-1 History (Int)
+3 Insight (Wis)
+3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
-1 -1 Investigation (Int)
+1 Medicine (Wis) Fey. Your creature type is fey, rather than
WISDOM
humanoid.
-1 Nature (Int)

12 ✘ +3 Perception (Wis) Ram. You can use your head and horns to make
unarmed strikes. If you hit with them, you deal
✘ +5 Performance (Cha) 1d4 + 1 bludgeoning damage.
✘ +5 Persuasion (Cha)
+1 -1 Religion (Int)
Magic Resistance. You have advantage on saving
throws against spells and other magical effects.
✘ +4 Sleight of Hand (Dex)
CHARISMA Mirthful Leaps. Whenever you make a long or high
+2 Stealth (Dex) jump, you can add a d8 to the number of feet you

17 +1 Survival (Wis) cover, even when making a standing jump. This


SKILLS extra distance costs movement as normal.

+3 13 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Rapier 5 ft +4 vs AC 1d8+2 piercing
Finesse
FEATURES & TRAITS
Dagger 20/60 +4 vs AC 1d4+2 piercing
Finesse, Light, Thrown
Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons, Crossbow,


Hand, Longsword, Rapier, Shortsword

Tool Proficiencies. Disguise kit, Forgery kit, Lyre,


Yarting, Viol, Flute

Languages. Common, Sylvan

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 22 1,60 60
GENDER AGE HEIGHT WEIGHT
Hakan Green White Brown
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Desde jovem Hakan odiava a ideia que algo como o destino iria ditar sua vida. Na sociedade de satiros, que vivem no
plano dos Feys, o destino era algo extremamente importante e ele ditava sua função na sociedade desde seu
nascimento. Quando fez 16 anos Hakan devia iniciar sua função na sociedade que era como guarda de uma biblioteca
Manipular sentimentos e ideias é apenas uma das antiga, um marco do seu povo, entretando o jovem satiro renegou o seu destino pois a musica do universo era sua
minhas ferramentas para ter oque eu quero paixão e ela o chamava. Sabendo disso Hakan decidiu fugir para o reino dos homens mas para isso ele devia cometar um
dos maiores pecados de seu povo que era desafiar o Deus do Destino Klothys é o mesmo fez exatamente isso. O deus se
impressionou com a ambição do jovem Satiro e disse pro mesmo que o levaria pro Plano dos Humanos para seguir sua
musica com apenas uma condição que ele achasse uma canção ancestral chamada "Novus Ordo" e o jovem bardo
aceitou tal missão e agora anda pela terra mantendo sua promessa e buscando tal canção.
PERSONALITY TRAITS

O unico que dita meu destino sou eu mesmo que pra


isso tenha que desafiar os deuses, minha liberdade é
minha principall arma

IDEAL

BOND

Acredito que nem mesmo os deuses podem me


enganar

FLAW BACKGROUND STORY

Enganador dos Deuses


Se eu posso alterar ate mesmo meu destino,
manipular os mortais para garantir minhas
necessidades é apenas um pequeno passo.

BACKGROUND FEATURE

Uma moeda de prata com um simbolo religioso

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Rapier] 1 2
Diplomat’s Pack 1 10
Lyre 1 2
[Leather] 1 10
[Dagger] 1 1

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

25 lb / 195 lb 390 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +5 13 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Bard

CANTRIPS Minor Illusion Vicious Mockery

1ST LEVEL 2 SPELL SLOTS Charm Person Dissonant Whispers


Tasha’s Hideous Laughter Thunderwave
Minor Illusion Vicious Mockery Charm Person
Illusion Cantrip Enchantment Cantrip 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE 60 feet RANGE 30 feet
DURATION 1 minute DURATION Instantaneous DURATION 1 hour
COMPONENTS S, M (a bit of fleece) COMPONENTS V COMPONENTS V, S

You create a sound or an image of an object within range that lasts You unleash a string of insults laced with subtle enchantments at a You attempt to charm a humanoid you can see within range. It must
for the duration. The illusion also ends if you dismiss it as an action or creature you can see within range. If the target can hear you (thought make a Wisdom saving throw, and does so with advantage if you or
cast this spell again. If you create a sound, its volume can range from it need not understand you), it must succeed on a Wisdom saving your companions are fighting it. If it fails the saving throw, it is
a whisper to a scream. It can be your voice, someone else’s voice, a throw or take 1d4 psychic damage and have disadvantage on the charmed by you until the spell ends or until you or your companions
lion’s roar, a beating of drums, or any other sound you choose. The next attack roll it makes before the end of its next turn. This spell’s do anything harmful to it. The charmed creature regards you as a
sound continues unabated throughout the duration, or you can make damage increases by 1d4 when you reach 5th level (2d4), 11th level friendly acquaintance. When the spell ends, the creature knows it
discrete sounds at different times before the spell ends. If you create (3d4) and 17th level (4d4) was charmed by you.
an image of an object—such as a chair, muddy footprints, or a small At Higher Levels. When you cast this spell using a spell slot of 2nd
chest—it must be no larger than a 5-foot cube. The image can’t level or higher, you can target one additional creature for each slot
create sound, light, smell, or any other sensory effect. Physical level above 1st. The creatures must be within 30 feet of each other
interaction with the image reveals it to be an illusion, because things when you target them.
can pass through it. If a creature uses its action to examine the sound
or image, the creature can determine that it is 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.

Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook

Dissonant Whispers Tasha’s Hideous Laughter Thunderwave


1st-level enchantment 1st-level enchantment 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE 30 feet RANGE Self (15-foot cube)
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V COMPONENTS V, S, M (tiny tarts and a feather that is waved in the air) COMPONENTS V, S

You whisper a discordant melody that only one creature of your A creature of your choice that you can see within range perceives A wave of thunderous force sweeps out from you. Each creature in a
choice within range can hear, wracking it with terrible pain. The everything as hilariously funny and falls into fits of laughter if this 15-foot cube originating from you must make a Constitution saving
target must make a Wisdom saving throw. On a failed save, it takes spell affects it. The target must succeed on a Wisdom saving throw or throw. On a failed save, a creature takes 2d8 thunder damage and is
3d6 psychic damage and must immediately use its reaction , if fall prone, becoming incapacitated and unable to stand up for the pushed 10 feet away from you. On a successful save, the creature
available, to move as far as its speed allows away from you. The duration. A creature with an Intelligence score of 4 or less isn’t takes half as much damage and isn’t pushed. In addition, unsecured
creature doesn’t move into obviously dangerous ground, such as a affected. objects that are completely within the area of effect are
fire or a pit. On a successful save, the target takes half as much At the end of each of its turns, and each time it takes damage, the automatically pushed 10 feet away from you by the spell’s effect, and
damage and doesn’t have to move away. A deafened creature target can make another Wisdom saving throw. The target has the spell emits a thunderous boom audible out to 300 feet.
automatically succeeds on the save. advantage on the saving throw if it’s triggered by damage. On a At Higher Levels. When you cast this spell using a spell slot of 2nd
At Higher Levels. When you cast this spell using a spell slot of 2nd success, the spell ends. level or higher, the damage increases by 1d8 for each slot level above
level or higher, the damage increases by 1d6 for each slot level above 1st.
1st.

Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook
Rapier Diplomat’s Pack Lyre
Weapons Equipment Packs Musical Instruments

Includes a chest, 2 cases for maps and scrolls, a set of fine If you have proficiency with the lyre, you can add your
clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 proficiency bonus to any ability checks you make to play
sheets of paper, a vial of perfume, sealing wax, and soap. music with the instrument. A bard can use a musical
instrument as a spellcasting focus.

2 lb. Player’s Handbook 10 lbs. Player’s Handbook 2 lbs. Player’s Handbook

Leather Dagger
Armor Weapons

The breastplate and shoulder protectors of this armor are


made of leather that has been stiffened by being boiled in
oil. The rest of the armor is made of softer and more
flexible materials.

10 lb. Player’s Handbook 1 lb. Player’s Handbook

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