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1 Bard Álvaro

LEVEL & CLASS PLAYER NAME


Ludovic "El Flautas"
Failed Merchant Halfling, Lightfoot 300
BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

AC DESCRIPTION
-1 STR +1 INT
11 Armor Leather

7 +2 13
+4 DEX 0 WIS
Shield

-1 -1 +5 CHA
CON
2 Dex Medium Armor Heavy Armor
RESISTANCES
Magic
9 Misc
Temporary Hit Points: Misc

Adv. on saves vs. frightened +2


+2
14 SUCCESSES LEVEL DIE USED ENCUMBERED
1 d8-1 15 ft

FAILURES
25 ft 13
-1 ARMOR
+2 Acrobatics (Dex) Light Medium Heavy Shields

9 0 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple Martial Other Weapons:
+1 Arcana (Int) Bardic Inspiration (d6) 3 LR Hand crossbow, Longsword, Rapier, Shortsword
-1 Athletics (Str)
LANGUAGES TOOLS & OTHERS

+1
+3 Deception (Cha) Common Aulos
+3 History (Int) Halfling Laud
0 Insight (Wis) Elfico Musical instrument (3/3)
12
+3 Intimidation (Cha) Herramientas de Joyero
+3 Investigation (Int)
0 Medicine (Wis)

0 +1 Nature (Int)
0 Perception (Wis)
11 +3 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

+5 Persuasion (Cha) Bardic Inspiration


+1 Religion (Int)

+3 +4 Sleight of Hand (Dex)


+4 Stealth (Dex)
0 Survival (Wis)
16
Tool

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

10 PASSIVE WISDOM (PERCEPTION) Dagger Dex Melee, 20/60 ft +4 1d4+2 Piercing


Finesse, light, thrown
DESCRIPTION

Rapier Dex Melee +4 1d8+2 Piercing


Finesse

NAME TOTAL NAME TOTAL


Bard, level 1:
Bardic Inspiration (Bard 1, PHB 53) [d6, Charisma modifier per long rest] Tocapelotas. Travieso. Regateador. Le gusta hurgar donde no
As a bonus action, I give a creature in 60 ft that can hear me an inspiration die (max 1) debe y con la mano muy larga. Le gusta divertirse aunque a
For 10 min, the recipient can add it to one ability check, attack roll, or saving throw veces se a llegado a meter en problemas.
This addition can be done after seeing the d20 roll, but before knowing the outcome Obsesión con los objetos mágicos.
Spellcasting (Bard 1, PHB 52) [2 cantrips & 4 spells known]
I can cast bard cantrips/spells that I know, using Charisma as my spellcasting ability
I can use a musical instrument as a spellcasting focus for my bard spells La familia elegida ante todo. El dinero el dinero el dinero.
I can cast my known bard spells as rituals if they have the ritual tag

Su hermano Giuseppe y su tienda,Sintonía Arcana, en


Neverwinter

Se le da mal tocar la flauta. Habla mas que piensa.

Feature Name: Supply Chain

From my time as a merchant, I retain connections with wholesalers,


suppliers, and other merchants and entrepreneurs. I can call upon
these connections when looking for items or information.

Lightfoot Halfling (+2 Dexterity, +1 Charisma)

Lucky: When I roll a 1 on an attack roll, ability check, or saving


throw, I can reroll the die and must use the new roll.

Halfling Nimbleness: I can move through the space of any creature


that is of a size larger than me.

Naturally Stealthy: I can attempt to hide even when I am obscured


only by a creature that is at least one size larger than me.

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


CP
Chest, with: 25 Flute 1
Jeweler's tools 2 Fine clothes 6
Merchant's scale 3 Belt pouch (with coins) 1 SP

Map or scroll case 2 1


Fine clothes 6
EP
Ink, 1 ounce bottle of
Ink pen
Lamp 1
10
GP

Oil, flasks of 2 1
Paper, sheets of 5
PP
Perfume, vial of
Sealing Wax
WEIGHT CARRIED
Soap 49.2 lb
ENCUMBERED
ATTUNED MAGICAL ITEMS
46 - 90 lb
HEAVILY
CARRYING
ENCUMBERED
CAPACITY
135 lb
PUSH/DRAG/LIFT
SUBTOTAL 41 SUBTOTAL SUBTOTAL 8 136 - 270 lb
pago una moneda
me quedan 9 FEAT:

5 de plata y 9 de oro
10 dragones de oro
9 de plata por cristal morado que brilla con la luna
10 dragones de oro, 8 de oro y 6 de plata

FEAT:

FEAT:

FEAT:

MAGIC ITEM: Aulós de Nasharti Attuned

Este Aulós es un instrumento de bardo que sirve como


canalizador arcano. Está maldito con un encantamiento de
constancia, por lo que la criatura sintonizada con él deberá
tocarlo una vez al día o sufrir efectos de la tabla de cansancio e
ADVENTURING GEAR # LB ADVENTURING GEAR # LB
incluso peor si el tiempo se alarga.

MAGIC ITEM: Attuned

MAGIC ITEM: Attuned

MAGIC ITEM: Attuned

SUBTOTAL SUBTOTAL

MAGIC ITEM: Attuned


Hombre 26 Small 1.15
GENDER AGE SIZE HEIGHT WEIGHT
Ludovic "El Flautas"
Neutral Good El Fari Beethoven Marron Claro
ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME

Su hermano El Mano Suelta


ORGANIZATION

Poor 2 sp

Colegio de Bardos de Silverymoon


ST LEVEL ND LEVEL RD LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL

Ludovic "El Flautas"


CHARACTER NAME

Charisma +5 DC 13
SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

Mage Hand Create spectral hand for simple tasks or carry up to 10 lb; 1 a to control; can't have multiple instances — Conj 1a 30 ft V,S 1 min (D) P 256
Vicious Mockery 1 creature save or 1d4 Psychic dmg and dis. on next attack roll Wis Ench 1a 60 ft V Instantaneous P 285

Detect Magic (R) Know presence of magic within 30 ft; 1 a to see auras and determine school — Div 1a Self V,S Conc, 10 min P 231
Dissonant Whispers 1 crea 3d6+1d6/SL Psychic dmg and flee; save halves and no fleeing; deaf crea are immune Wis Ench 1a 60 ft V Instantaneous P 234
Sleep 20-ft rad 5d8+2d8/SL HP of conscious creatures fall asleep, starting with the lowest current HP crea — Ench 1a 90 ft V,S,M 1 min P 276
Thunderwave All crea/obj in area 2d8+1d8/SL Thunder dmg, pushed 10 ft away; save halves and not pushed Con Evoc 1a S:15ft cube V,S Instantaneous P 282
LINE

Point of Origin CONE CUBE SPHERE CYLINDER

(ACTION) (ACTION)
Make one melee or ranged attack with a weapon, or Hide from those that can’t perceive you. Your Dex Fail checks involving sight. (CUMULATIVE)
multiple attacks with the ‘Extra Attack’ class feature. (Stealth) check is the DC for anybody’s Wis (Perception) Attacks have disadvantage. Disadvantage on ability checks
(See the ‘Attack Action’ section below.) check to discover you. Enemy attacks have advantage. Speed halved
(CASTING TIME OF THE SPELL) (ACTION OR BONUS ACTION) (DMG 272) Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostile’s space once by winning opposing Can’t harm/attack charmer. Hit Point maximum halved
(ACTION) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. Death
(ACTION) (ACTION) (PHB 291)
Your movement doesn’t provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a
(ACTION) spell requires concentration and expends the spell slot. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage (ACTION) Can’t willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception)
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. (ACTION OR BONUS ACTION) (DMG 272) moved out of grappler’s reach by an effect.
(ACTION) Move through hostile’s space once by winning opposing
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Can’t take actions or reactions.
(Acrobatics) check vs. grappler’s Str (Athletics) check. (ACTION)
(ACTION) You can interact with an object once per turn for free. A Can’t be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield,
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Can’t move or speak. Fail Str and Dex saving throws.
(PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.

Incapacitated. Can’t move or speak. Unaware of surroundings. Resistance


(ONE ATTACK) to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Normal attack on target within 5 ft. If attacking with a light +2 AC and Dex saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a +5 AC and Dex saving throws
light melee weapon in other hand as a bonus action, see ‘Two- Can’t be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting’. If either weapon has the thrown property, it (PHB 196)
may be thrown as part of this action. Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have disadvantage.
(ONE ATTACK) Enemy attacks have advantage within 5 ft and disadvantage if further away.

Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
(BONUS ACTION WITH ATTACK ACTION) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
Incapacitated. Can’t move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
(INSTEAD OF ONE ATTACK) (DMG 271)
Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Can’t move or speak. Unaware of surroundings.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have Drop everything. Fail Str and Dex saving throws.
advantage and smaller have disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
(INSTEAD OF ONE ATTACK)
(PHB 290)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you
by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
(WITH MELEE ATTACK) (DMG 271)
Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
Out to range, perceive without sight.
(INSTEAD OF ONE ATTACK)
Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
(PHB 195) (PHB 183)

(LIMITED BY MOVEMENT SPEED)


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a Con
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles ––
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostile’s space, and through a hostile’s (ONE POUND PER DAY) (PHB 182)
space if it is two sizes larger or smaller than you. Another creature’s space
days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
(AT ½ SPEED) (ONE GALLON PER DAY)
If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
(AT ½ SPEED) one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
Crawl while prone (see conditions). Dropping prone costs no movement speed.
(AT ½ SPEED) 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.

rounds, after which drop to 0 hit points and dying.


After moving at least 10 feet on foot, you can jump your Str score in feet straight
A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump.
(COSTS ½ SPEED) A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
(PHB 182) (PHB 183)

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