Professional Documents
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STEALTH DISADVANTAGE
+3 Strength feet of you who can hear you. It gains one Bardic
Y
PROFI
+6 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
creature uses the Bardic Inspiration die, the mote
Y
PROFI
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
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
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
0 0 0 53 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +6 14 N/A
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
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
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.
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.
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.