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14 Bard (College of Valor) Mehernaz

Ms. Bungo Chubb LEVEL & CLASS PLAYER NAME

Entertainer Halfling, Ghostwise 140,000 165,000


CHARACTER NAME BACKGROUND RACE EXPERIENCE Next Level

AC DESCRIPTION
-1 STR +1 INT
12 Armor Studded Leather

126 +5 19
+10 DEX 0 WIS
2 Shield

-1 +1 CON
RESISTANCES
+8 CHA
5 Dex Medium Armor Heavy Armor

Magic
8 Misc
Temporary Hit Points: Misc

Adv. on saves vs. frightened +7


+5
20 SUCCESSES LEVEL DIE USED ENCUMBERED
14 d8+1 20 ft

FAILURES
30 ft 16
+1 Light
ARMOR
Medium Heavy Shields
+15 Acrobatics (Dex)
13 +2 Animal Handling (Wis) WEAPONS
FEATURE MAX RECOVER USED Simple Martial Other Weapons:
+3 Arcana (Int) Bardic Inspiration (d10) 3 SR
+4 Athletics (Str)
LANGUAGES TOOLS & OTHERS

+1
+5 Deception (Cha) Common Guitar
+3 History (Int) Halfling Mini Harp
+2 Insight (Wis) Horn
12
+13 Intimidation (Cha) Disguise kit
+3 Investigation (Int) Flute
+2 Medicine (Wis)

0 +3 Nature (Int)
+2 Perception (Wis)
10 +8 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

+5 Persuasion (Cha) Attack (2 attacks per action) Bardic Inspiration


+3 Religion (Int) Countercharm Battle Magic (with Bard spell)

+3 +15 Sleight of Hand (Dex) Find Greater Steed (dismiss)


+15 Stealth (Dex)
+2 Survival (Wis)
16
Tool

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

12 PASSIVE WISDOM (PERCEPTION) Amethyst Dragon Wing Longbow +1 Dex 150/600 ft +11 1d8+8 Piercing
Ammunition, heavy, two-handed; +1d6 force damage; Creates own ammo; No disadv. at long range; Ignore ½ and ¾ cover
DESCRIPTION

NAME TOTAL NAME TOTAL


Arrows
Bard (College of Valor), level 14:
Bardic Inspiration (Bard 1, PHB 53) [d10, Charisma modifier per short rest]
As a bonus action, I give a creature in 60 ft that can hear me an inspiration die (max 1)
For 10 min, the recipient can add it to one ability check, attack roll, or saving throw
This addition can be done after seeing the d20 roll, but before knowing the outcome
Spellcasting (Bard 1, PHB 52) [4 cantrips & 16 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
I can cast my known bard spells as rituals if they have the ritual tag
Jack of All Trades (Bard 2, PHB 54)
I can add half my Proficiency Bonus to any ability check that doesn't already include it
Song of Rest (Bard 2, PHB 54) [d10]
Those that use HD and can hear my performance during a short rest get extra healing
Expertise (Bard 3, PHB 54) [with 4 skills]
I gain expertise with two skills I am proficient with; two more at 10th level
Bonus Proficiencies (College of Valor 3, PHB 55)
I gain proficiency with medium armor, shields, and martial weapons
Combat Inspiration (College of Valor 3, PHB 55)
My Bardic Inspiration can also be used to add the die to a weapon damage roll
Alternatively, it can be used as a reaction to add the die to AC against one attack
Font of Inspiration (Bard 5, PHB 54)
I can now also recover my expended Bardic Inspiration uses after a short rest
Countercharm (Bard 6, PHB 54)
As an action, I can do a performance that lasts until the end of my next turn
While it lasts, any friend in earshot & 30 ft has adv. on saves vs. frightened/charmed Feature Name: By Popular Demand
Magical Secrets (Bard 10, PHB 54) [4 spells/cantrips]
I can always find a place to perform (inn/tavern/circus/etc.), where I
I can add two spells/cantrips from any class to my spells known; +2 at level 14 & 18
receive free lodging and food of a modest or comfortable standard,
Battle Magic (College of Valor 14, PHB 55)
as long as I perform each night. In addition, my performance makes
As a bonus action when I use my action to cast a bard spell, I can make a weapon attack
me something of a local figure. When strangers recognize me in a
town where I have performed, they typically take a liking to me.

Ghostwise Halfling (+2 Dexterity, +1 Wisdom)

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.

Silent Speech: I can speak telepathically to any one creature within


30 feet of me. It only understands me if we share a language.

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


CP

SP

EP

GP

PP

WEIGHT CARRIED

ENCUMBERED
ATTUNED MAGICAL ITEMS
41 - 80 lb
HEAVILY
CARRYING
ENCUMBERED
CAPACITY
120 lb
PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 121 - 240 lb
Additional Bard Spells (Optional Bard 1, TCoE 27)
Magical Inspiration (Optional Bard 2, TCoE 27) FEAT: Squat Nimbleness [XGtE 75]
A bardic inspiration die recipient can also use it when casting a damaging or healing spell My walking speed increases by 5 ft. I gain proficiency in either
They can expend the die and add it to healing or damage dealt to one target of the spell the Acrobatics or the Athletics skill. I have advantage on
Bardic Versatility (Optional Bard 4, TCoE 28) [ASI = Ability Score Improvement] Dexterity (Acrobatics) and Strength (Athletics) checks I make to
Whenever I gain an ASI from the bard class, I can change one cantrip or expertise choice escape from being grappled. [+1 Strength or Dexterity]
I can select another cantrip from the bard spell list or another skill I'm proficient with

FEAT: Sharpshooter [PHB 170]


My ranged weapon attacks don't have disadvantage on long
range and ignore half cover and three-quarters cover. With a
ranged weapon that I am proficient with, I can choose to take a
-5 penalty on the attack roll for +10 on the attack's damage.

FEAT:

FEAT:

MAGIC ITEM: Amethyst Dragon Wing Longbow [FToD 23] Attuned

This magic longbow has limb tips shaped like dragon wings and
is infused with the essence of an amethyst dragon's breath.
Attacks made with it deal an extra 1d6 force damage. When I
pull back the string without ammunition loaded in it, the
ADVENTURING GEAR # LB ADVENTURING GEAR # LB
weapon creates its own that lasts until it hits or misses a target.

MAGIC ITEM: Bracers of Archery [DMG 156] Attuned

While wearing these bracers, I have proficiency with the


longbow and shortbow, and I gain a +2 bonus to damage rolls
on ranged attacks made with such weapons.

MAGIC ITEM: Attuned

MAGIC ITEM: Attuned

SUBTOTAL SUBTOTAL

MAGIC ITEM: Attuned


Small
Ms. Bungo Chubb GENDER AGE SIZE HEIGHT WEIGHT

CHARACTER NAME ALIGNMENT FAITH HAIR EYES SKIN

ORGANIZATION

Modest 1 gp
Peryton Medium
RACE SIZE HEIGHT WEIGHT

Fey Chaotic Evil


MOUNT TYPE AGE GENDER ALIGNMENT
NAME

+3 STR -1 INT Temporary HP: SUCCESSES

+1 DEX +1 WIS 13 +2 54
+3 +1 CON 0 CHA
FAILURES

16
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
Gore Str Melee (5 ft) +5 1d8+3 Piercing
20 ft,

+1 +1 fly 60 ft
One gore and one talons attack as an Attack action; +2d8 after 30 ft dive straight down
DESCRIPTION

Talons Str Melee (5 ft) +5 2d4+3 Piercing


12 LEVEL USED One talons and one gore attack as an Attack action; +2d8 after 30 ft dive straight down
6
DIE d8+1
2
+1
+1 Acrobatics (Dex) Languages: understands Common and Multiattack: The peryton makes one gore attack and one
13
Elvish, but can't speak, understands one talon attack.
+1 Animal Handling (Wis)
language its master speaks (master's Dive Attack: If the peryton is flying and dives at least 30
-1 Arcana (Int)
choice). ft. straight toward a target and then hits it with a melee
+3 Athletics (Str)
-1
Find Greater Steed: If dropped to 0 HP, weapon attack, the attack deals an extra 9 (2d8) damage
0 Deception (Cha) the steed disappears, leaving behind no to the target.
-1 History (Int) physical form. Flyby: The peryton doesn't provoke an opportunity
9 +1 Insight (Wis) attack when it flies out of an enemy's reach.
Keen Sight and Smell: The peryton has advantage on
0 Intimidation (Cha)
Wisdom (Perception) checks that rely on sight or smell.
-1 Investigation (Int)

+1 +1 Medicine (Wis)
-1 Nature (Int)
12 +5 Perception (Wis)
0 Performance (Cha)

0 Persuasion (Cha)

-1 Religion (Int)
0 +1 Sleight of Hand (Dex)
+1 Stealth (Dex) Find Greater Steed (4th-level conjuration spell, XGtE 156):
10
+1 Survival (Wis) Summon a spirit in the form of a steed, appearing in an unoccupied space within 30 ft
It has the chosen form: griffon, pegasus, peryton, dire wolf, rhinoceros, or saber-toothed tiger
The steed has the statistics of the chosen form, though its type is celestial, fey, or fiend
If it has an Intelligence of 5 or less, its Intelligence becomes 6
It gains the ability to understand one language that I, the caster, can speak
15 PASSIVE WISDOM (PERCEPTION)
When the steed drops to 0 hit points, it disappears, leaving behind no physical form
The steed serves me as a mount. I have a bond with it that allows us to fight as a seamless unit
Adv. on Wis (Perception) checks using sight/smell
While mounted on my steed, I can make any spell I cast that targets only me also target it
While my steed is within 1 mile of me, I can communicate with it telepathically
I can dismiss my steed at any time as an action, causing it to disappear
Casting this spell again summons the same steed, restored to its max HP, without conditions
I can't have more than one steed bonded at a time; As an action, I can release it from its bond
ST LEVEL ND LEVEL RD LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL

Ms. Bungo Chubb


CHARACTER NAME

Charisma +8 DC 16
SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

Light 1 obj up to 10-ft cube sheds bright light 20-ft rad and dim light 20-ft; cannot have multiple instances — Evoc 1a Touch V,M 1 h (D) P 255
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
Minor Illusion 5-ft cube illusion includes visible or audible; Int(Investigation) check vs. Spell DC; see book — Illus 1a 30 ft S,M 1 min (D) P 260
Prestidigitation Minor trick; harmless sensory effect, illusory image, snuff light, clean/soil/chill/warm/flavor etc. — Trans 1a 10 ft V,S 1 h (D) P 267

Bane 3+1/SL creatures save or have to subtract 1d4 on every attack or save for the duration Cha Ench 1a 30 ft V,S,M Conc, 1 min P 216
Command 1+1/SL crea, each max 30 ft apart, save or follow one word command, e.g. approach, drop, flee, halt Wis Ench 1a 60 ft V 1 rnd P 223
Silvery Barbs 1 crea reroll d20 and use lowest for atk, check, or save; 1 crea adv. next atk, check, or save in 1 min — Ench 1 rea 60 ft V Instantaneous SC 38
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

Lesser Restoration 1 crea cured of 1 disease, or 1 condition: blinded, deafened, paralyzed, or poisoned — Abjur 1a Touch V,S Instantaneous P 255
Mirror Image Create three illusionary duplicates of me; destroyed if hit; randomize attacks; AC 10 + my Dex mod — Illus 1a Self V,S 1 min (D) P 260
Nathair's Mischief 20-ft cube of magic, roll d4 for effect; At start of my turn, move cube 10 ft and reroll effect; see book Var Illus 1a 60 ft S,M Conc, 1 min FD 20
Spiritual Weapon Create weapon; spell atk 1d8+1d8/2SL+ability modifier Force dmg; bns a to move 20 ft and/or attack — Evoc 1 bns 60 ft V,S 1 min P 278

Dispel Magic Dispel all magical effects on crea or object; if above this SL, DC 10+SL Charisma check (+5) — Abjur 1a 120 ft V,S Instantaneous P 234
Hypnotic Pattern 30-ft cube all crea save or charmed, incapacitated, speed 0 for duration; ends if crea takes dmg Wis Illus 1a 120 ft S,M Conc, 1 min P 252

Find Greater Steed Gain the services of a steed; can communicate with it telepathically; can share spells with it; see book — Conj 10 min 30 ft V,S Instantaneous X 156
Greater Invisibility 1 crea invisible until end of the spell; anything the target is wearing or carrying is also invisible — Illus 1a Touch V,S Conc, 1 min P 246
Raulothim's Psychic Lance 1 crea I see or can name 7d6+1d6/SL Psychic dmg & incap. till start of my turn; save half, not incap. Int Ench 1a 120 ft V Instantaneous FD 21

Mass Cure Wounds 6 living creatures within 30-ft rad heal 3d8+1d8/SL+3 (Cha) HP — Evoc 1a 60 ft V,S Instantaneous P 258

Mass Suggestion 12 crea save or follow stated course of action; SL7: 10 day; SL8: 30 days; SL9: 366 days; see book Wis Ench 1a 60 ft V,M 24 h P 258
Tenser's Transformation 50 temp HP; prof Str/Con save, all wea/arm; extra atk; adv., wea atks +2d12 Force dmg; no spellc. — Trans 1a Self V,S,M Conc, 10 min X 168

Finger of Death 1 crea 7d8+30 Necrotic dmg; save halves; crea killed becomes zombie under my command Con Necro 1a 60 ft V,S Instantaneous P 241
Prismatic Spray All random effect each, see book: either 10d6 dmg, restrained, or blinded; save halves/negates Dex Evoc 1a S:60-ft coneV,S Instantaneous P 267
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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