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Level 3 Kobold Bard, College of Creation 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Dovefeet
Folk Hero Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of


STRENGTH Leather 16 you as if it were bright light, and in darkness as if it
were dim light.
PROFICIENCY BONUS +2
16
SHIELD
AC
Bardic Inspiration (Bonus Action—4/Long Rest).
N
Inspire one creature other than yourself within 60
CIE C

+3 Strength feet of you who can hear you. It gains one Bardic
Y
PROFI

+3 Inspiration die, a d6.Once within the next 10 minutes,


✘ +7 Dexterity the creature can roll the die and add the number
+2 Constitution ARMOR CLASS rolled to one ability check, attack roll, or saving throw
DEXTERITY it makes.
+2 Intelligence
MAXIMUM HIT DICE TEMPORARY

20 -1 Wisdom Song of Rest. You or any friendly creatures who can


24 3d8 hear your performance regain hp at the end of the
✘ +6 Charisma short rest by spending one or more Hit Dice, each of
CONDITIONAL those creatures regains an extra 1d6 hit points.
+5
Mote of Potential. Whenever you give a creature a
CURRENT HIT POINTS Bardic Inspiration die, you can create a Tiny mote of
potential, which orbits within 5 feet of that creature.
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS The mote is intangible and invulnerable, and it lasts


until the Bardic Inspiration die is lost. When the
15 N
CIE C

+6 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
creature uses the Bardic Inspiration die, the mote
Y
PROFI

provides an additional effect based on whether the


RT

EXPE

✘ +1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION die benefits an ability check, an attack roll, or a saving
+2 +3 Arcana (Int) Darkvision
throw, as detailed below:
Ability Check. When the creature rolls the Bardic
+4 Athletics (Str)
Inspiration die to add it to an ability check, the
creature can roll the Bardic Inspiration die again and
INTELLIGENCE ✘✘ +8 Deception (Cha) choose which roll to use.
Attack Roll. Immediately after the creature rolls the
14 +3 History (Int)
+0 Insight (Wis)
Bardic Inspiration die to add it to an attack roll against
a target, the mote thunderously shatters. The target
and each creature of your choice that you can see
+5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS within 5 feet of it must succeed on a Constitution
+2 +3 Investigation (Int) save (DC 14) or take thunder damage equal to the
number rolled on the Bardic Inspiration die.
+0 Medicine (Wis) Grovel, Cower, and Beg. As an action on your turn, Saving Throw. Immediately after the creature rolls
WISDOM
you can cower pathetically to distract nearby foes. the Bardic Inspiration die and adds it to a saving
+3 Nature (Int) Until the end of your next turn, your allies gain throw, the mote vanishes with the sound of soft
9 +0 Perception (Wis) advantage on attack rolls against enemies within music, causing the creature to gain temporary hp
10 feet of you that can see you. Once you use this equal to 4 plus the number rolled on the Bardic
✘✘ +8 Performance (Cha) trait, you can't use it again until you finish a short Inspiration die (minimum of 1 temporary hp).
✘ +6 Persuasion (Cha) or long rest.
-1 +3 Religion (Int)
Performance of Creation (Action—1/Long Rest). You
Pack Tactics. You have advantage on an attack roll can channel the magic of the Song of Creation to
+6 Sleight of Hand (Dex) against a creature if at least one of your allies is create one nonmagical item of your choice in an
CHARISMA within 5 feet of the creature and the ally isn't unoccupied space within 10 feet of you. The item
+6 Stealth (Dex) incapacitated. must appear on a surface or in a liquid that can

18 ✘ +1 Survival (Wis) support it. The gp value of the item cannot be worth
SKILLS Sunlight Sensitivity. You have disadvantage on more than 60gp, and the item must be Medium or
attack rolls and on Perception checks that rely on smaller. The item glimmers softly, and a creature can
sight when you, the target of your attack, or faintly hear music when touching it. The created item
+4 10 PASSIVE PERCEPTION whatever you are trying to perceive is in direct disappears after 2 hours.
sunlight. You can have only one item created by this feature
at a time; if you use this action and already have an
ADVANTAGE
item from this feature, the first one immediately
vanishes.
INITIATIVE +6 1 Attack / Attack Action RACIAL TRAITS
You can expend a spell slot of 2nd level or higher to
use this feature again.

NAME RANGE ATTACK DAMAGE / TYPE


Dagger 20/60 +7 vs AC 1d4+5 piercing
Finesse, Light, Thrown
FEATURES & TRAITS
Rapier 5 ft +7 vs AC 1d8+5 piercing
Finesse
Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons, Crossbow,


Hand, Longsword, Rapier, Shortsword

Tool Proficiencies. Horn, Wargong, Zulkoon,


Vehicles land, Calligrapher's supplies

Languages. Common, Draconic

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male
GENDER AGE HEIGHT WEIGHT
Dovefeet
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You come from a humble social rank, but you are destined for so much more. Already the people of your home village
regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the
common folk everywhere.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Rustic Hospitality
Since you come from the ranks of the common folk,
you fit in among them with ease. You can find a
place to hide, rest, or recuperate among other
commoners, unless you have shown yourself to be a
danger to them. They will shield you from the law or
anyone else searching for you, though they will not
risk their lives for you.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

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

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 53 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

26.1 lb / 240 lb 480 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 +6 14 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Bard, College of Creation

CANTRIPS Thunderclap Vicious Mockery

1ST LEVEL 4 SPELL SLOTS Cure Wounds Disguise Self


Faerie Fire Healing Word Thunderwave

2ND LEVEL 2 SPELL SLOTS Warding Wind


Thunderclap Vicious Mockery Cure Wounds
Evocation Cantrip Enchantment Cantrip 1st-level evocation

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


RANGE 5 feet RANGE 60 feet RANGE Touch
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS S COMPONENTS V COMPONENTS V, S

You create a burst of thunderous sound, which can be heard 100 feet You unleash a string of insults laced with subtle enchantments at a A creature you touch regains a number of hit points equal to 1d8 +
away. Each creature within range, other than you, must succeed on a creature you can see within range. If the target can hear you (thought your spellcasting ability modifier. This spell has no effect on undead
Constitution saving throw or take 1d6 thunder damage. it need not understand you), it must succeed on a Wisdom saving or constructs.
The spell’s damage increases by 1d6 when you reach 5th level throw or take 1d4 psychic damage and have disadvantage on the At Higher Levels. When you cast this spell using a spell slot of 2nd
(2d6), 11th level (3d6), and 17th level (4d6). next attack roll it makes before the end of its next turn. level or higher, the healing increases by 1d8 for each slot level above
This spell’s damage increases by 1d4 when you reach 5th level 1st.
(2d4), 11th level (3d4) and 17th level (4d4)

Spellcasting (Bard) Xanathar’s Guide to Everything Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook

Disguise Self Faerie Fire Healing Word


1st-level illusion 1st-level evocation 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Self RANGE 60 feet RANGE 60 feet
DURATION 1 hour DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V COMPONENTS V

You make yourself—including your clothing, armor, weapons, and Each object in a 20-foot cube within range is outlined in blue, green, A creature of your choice that you can see within range regains hit
other belongings on your person—look different until the spell ends or violet light (your choice). Any creature in the area when the spell is points equal to 1d4 + your spellcasting ability modifier. This spell has
or until you use your action to dismiss it. You can seem 1 foot shorter cast is also outlined in light if it fails a Dexterity saving throw. For the no effect on undead or constructs.
or taller and can appear thin, fat, or in between. You can’t change duration, objects and affected creatures shed dim light in a 10-foot At Higher Levels. When you cast this spell using a spell slot of 2nd
your body type, so you must adopt a form that has the same basic radius. level or higher, the healing increases by 1d4 for each slot level above
arrangement of limbs. Otherwise, the extent of the illusion is up to Any attack roll against an affected creature or object has advantage 1st.
you. if the attacker can see it, and the affected creature or object can’t
The changes wrought by this spell fail to hold up to physical benefit from being invisible.
inspection. For example, if you use this spell to add a hat to your
outfit, objects pass through the hat, and anyone who touches it
would feel nothing or would feel your head and hair. If you use this
spell to appear thinner than you are, the hand of someone who
reaches out to touch you would bump into you while it was
seemingly still in midair.
To discern that you are disguised, a creature can use its action to
inspect your appearance and must succeed on an Intelligence
(Investigation) check against your spell save DC.

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

Thunderwave Warding Wind


1st-level evocation 2nd-level evocation

CASTING TIME 1 action CASTING TIME 1 action


RANGE Self (15-foot cube) RANGE Self
DURATION Instantaneous DURATION Concentration, up to 10 minutes
COMPONENTS V, S COMPONENTS V

A wave of thunderous force sweeps out from you. Each creature in a A strong wind (20 miles per hour) blows around you in a 10-foot
15-foot cube originating from you must make a Constitution saving radius and moves with you, remaining centered on you. The wind
throw. On a failed save, a creature takes 2d8 thunder damage and is lasts for the spell’s duration.
pushed 10 feet away from you. On a successful save, the creature The wind has the following effects.
takes half as much damage and isn’t pushed. • It deafens you and other creatures in its area.
In addition, unsecured objects that are completely within the area • It extinguishes unprotected flames in its area that are torch-sized
of effect are automatically pushed 10 feet away from you by the or smaller.
spell’s effect, and the spell emits a thunderous boom audible out to • It hedges out vapor, gas, and fog that can be dispersed by strong
300 feet. wind.
At Higher Levels. When you cast this spell using a spell slot of 2nd • The area is difficult terrain for creatures other than you.
level or higher, the damage increases by 1d8 for each slot level above • The attack rolls of ranged weapon attacks have disadvantage if
1st. the attacks pass in or out of the wind.

Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Xanathar’s Guide to Everything


Entertainer’s Pack Dagger Leather
Equipment Packs Weapons Armor

Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 The breastplate and shoulder protectors of this armor are
days of rations, a waterskin, and a disguise kit. 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 lbs. Player’s Handbook 1 lb. Player’s Handbook 10 lb. Player’s Handbook

Horn Rapier
Musical Instruments Weapons

If you have proficiency with the horn, you can add your
proficiency bonus to any ability checks you make to play
music with the instrument. A bard can use a musical
instrument as a spellcasting focus.

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

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