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Lore Bard 3 Guild Artisan  

CLASS & LEVEL BACKGROUND PLAYER NAME


Lilli Fiddlefen
Gnome (Forest)
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION
I'm full of witty aphorisms and have a
STRENGTH 13 3 25 ft. proverb for every occasion.

-1 2 PROFICIENCY BONUS

8 PERSONALITY TRAITS
Hit Point Maximum 24
-1 Strength
DEXTERITY 4 Dexterity People. I'm committed to the people I care

2 0 Constitution CURRENT HIT POINTS about, not to ideals. (Neutral)

1 Intelligence

14 2 Wisdom
IDEALS
5 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS
One day I will return to my guild and prove

0 3 Acrobatics (Dex)
3 that I am the greatest artisan of them all.

10 6 Animal Handling (…
BONDS
2 Arcana (Int)

INTELLIGENCE 0 Athletics (Str)

1
4 Deception (Cha) NAME ATK DAMAGE/TYPE No one must ever learn that I once stole
money from guild coffers.
3 History (Int) Rapier +4 1d8+2 Piercing

12 4 Insight (Wis)
4 Dagger +4 1d4+2 Piercing
Intimidation (Cha) FLAWS
2 Investigation (Int)
WISDOM Healing Word 1d4+3 Healing

2
4 Medicine (Wis)
5 ATTACKS & SPELLCASTING
Nature (Int) Guild Membership
4 Perception (Wis) Age
15 15
4 Performance (Cha) Size
CP SP EP GP PP
5 Persuasion (Cha)
CHARISMA
Darkvision
2 Religion (Int)

3
1 Gnome Cunning
3 Sleight of Hand (…
1 Letter of Introduction from Your Guild Languages
3 Stealth (Dex)
16 4 Survival (Wis)
1 Traveler's Clothes
Natural Illusionist
1 Pouch
Speak with Small Beasts
SKILLS
1 Alchemist's Supplies
Bardic Inspiration
1 Rapier
Spellcasting
14 PASSIVE WISDOM (PERCEPTION) 1 Diplomat's Pack
Jack of All Trades
EQUIPMENT
Song of Rest (d6)
TOOL: Alchemist's Supplies, Drum, Flute,
Magical Inspiration
Shawm
Expertise
LANGUAGE: Any, Common, Gnomish
College of Lore
ARMOR: Light Armor
WEAPON: Hand Crossbow, Longsword, Rapier, FEATURES & TRAITS

Shortsword, Simple Weapons

OTHER PROFICIENCIES & LANGUAGES


NAME ATK DAMAGE/TYPE Total: 3 Total:
CP SP EP GP PP
3
BARDIC INSP
1 Flute
1 Leather Armor
1 Dagger Total: Total:

ATTACKS & SPELLCASTING

Total: Total:

EQUIPMENT
CHARISMA 13 5

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

Minor Illusion

Prestidigitation
4 0 7 0
Mending

1 4 5 0 8 0

Comprehend Languages

Faerie Fire
9 0
Charm Person

Healing Word

2 2

Calm Emotions

Blindness Deafness
FEATURES & TRAITS
Guild Membership Bardic Inspiration Spellcasting
As an established and respected member of a You can inspire others through stirring words You have learned to untangle and reshape the
guild, you can rely on certain benefits that or music. To do so, you use a bonus action on fabric of reality in harmony with your wishes
membership provides. Your fellow guild your turn to choose one creature other than and music. Your spells are part of your vast
members will provide you with lodging and yourself within 60 feet of you who can hear repertoire, magic that you can tune to different
food if necessary, and pay for your funeral if you. That creature gains one Bardic situations. See chapter 10 for the general
needed. In some cities and towns, a guildhall Inspiration die, a d6. Once within the next 10 rules of spellcasting and chapter 11 for the
offers a central place to meet other members minutes, the creature can roll the die and add bard spell list. Cantrips[–] You know two
of your profession, which can be a good place the number rolled to one ability check, attack cantrips of your choice from the bard spell list.
to meet potential patrons, allies, or hirelings. roll, or saving throw it makes. The creature You learn additional bard cantrips of your
Guilds often wield tremendous political power. can wait until after it rolls the d20 before choice at higher levels, learning a 3rd cantrip
If you are accused of a crime, your guild will deciding to use the Bardic Inspiration die, but at 4th level and a 4th at 10th level. Spell
support you if a good case can be made for must decide before the DM says whether the Slots[–] The Bard table shows how many spell
your innocence or the crime is justifiable. You roll succeeds or fails. Once the Bardic slots you have to cast your bard spells of 1st
can also gain access to powerful political Inspiration die is rolled, it is lost. A creature level and higher. To cast one of these spells,
figures through the guild, if you are a member can have only one Bardic Inspiration die at a you must expend a slot of the spell's level or
in good standing. Such connections might time. You can use this feature a number of higher. You regain all expended spell slots
require the donation of money or magic items times equal to your Charisma modifier (a when you finish a long rest. For example, if
to the guild's coffers. You must pay dues of 5 minimum of once). You regain any expended you know the 1st-level spell cure wounds and
gp per month to the guild. If you miss uses when you finish a long rest. Your Bardic have a 1st-level and a 2nd-level spell slot
payments, you must make up back dues to Inspiration die changes when you reach available, you can cast cure wounds using
remain in the guild's good graces. certain levels in this class. The die becomes a either slot. Spells Known of 1st Level and
d8 at 5th level, a d10 at 10th level, and a d12 Higher[–] You know four 1st-level spells of
Age at 15th level. your choice from the bard spell list. You learn
Gnomes mature at the same rate humans do, an additional bard spell of your choice at each
and most are expected to settle down into an level except 12th, 16th, 19th, and 20th. Each
adult life by around age 40. They can live 350 of these spells must be of a level for which
to almost 500 years. you have spell slots. For instance, when you
reach 3rd level in this class, you can learn one
Size new spell of 1st or 2nd level. Additionally,
Gnomes are between 3 and 4 feet tall and when you gain a level in this class, you can
average about 40 pounds. Your size is Small. choose one of the bard spells you know and
replace it with another spell from the bard
Darkvision spell list, which also must be of a level for
which you have spell slots. Spellcasting
Accustomed to life underground, you have
Ability[–] Charisma is your spellcasting ability
superior vision in dark and dim conditions.
for your bard spells. Your magic comes from
You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it the heart and soul you pour into the
were dim light. You can't discern color in performance of your music or oration. You use
darkness, only shades of gray. your Charisma whenever a spell refers to your
spellcasting ability. In addition, you use your
Charisma modifier when setting the saving
Gnome Cunning
throw DC for a bard spell you cast and when
You have advantage on all Intelligence,
making an attack roll with one. Spell save DC
Wisdom, and Charisma saving throws against
= 8 + your proficiency bonus + your Charisma
magic.
modifier Spell attack modifier = your
proficiency bonus + your Charisma modifier
Languages
Ritual Casting[–] You can cast any bard spell
You can speak, read, and write Common and
you know as a ritual if that spell has the ritual
Gnomish. The Gnomish language, which uses
tag. Spellcasting Focus[–] You can use a
the Dwarvish script, is renowned for its
musical instrument as a spellcasting focus for
technical treatises and its catalogs of
your bard spells.
knowledge about the natural world.

Jack of All Trades


Natural Illusionist
Starting at 2nd level, you can add half your
You know the minor illusion cantrip.
proficiency bonus, rounded down, to any
Intelligence is your spellcasting ability for it.
ability check you make that doesn't already
include your proficiency bonus.
Speak with Small Beasts
Through sounds and gestures, you can
communicate simple ideas with Small or
smaller beasts. Forest gnomes love animals
and often keep squirrels, badgers, rabbits,
moles, woodpeckers, and other creatures as
beloved pets.
Song of Rest (d6) College of Lore
Beginning at 2nd level, you can use soothing Bards of the College of Lore know something
music or oration to help revitalize your about most things, collecting bits of
wounded allies during a short rest. If you or knowledge from sources as diverse as
any friendly creatures who can hear your scholarly tomes and peasant tales. Whether
performance regain hit points by spending Hit singing folk ballads in taverns or elaborate
Dice at the end of the short rest, each of those compositions in royal courts, these bards use
creatures regains an extra 1d6 hit points. The their gifts to hold audiences spellbound. When
extra hit points increase when you reach the applause dies down, the audience
certain levels in this class: to 1d8 at 9th level, members might find themselves questioning
to 1d10 at 13th level, and to 1d12 at 17th everything they held to be true, from their faith
level. in the priesthood of the local temple to their
loyalty to the king. The loyalty of these bards
Magical Inspiration lies in the pursuit of beauty and truth, not in
2nd-level bard optional feature If a creature fealty to a monarch or following the tenets of a
has a Bardic Inspiration die from you and deity. A noble who keeps such a bard as a
casts a spell that restores hit points or deals herald or advisor knows that the bard would
damage, the creature can roll that die and rather be honest than politic. The college's
choose a target affected by the spell. Add the members gather in libraries and sometimes in
number rolled as a bonus to the hit points actual colleges, complete with classrooms
regained or the damage dealt. The Bardic and dormitories, to share their lore with one
Inspiration die is then lost. another. They also meet at festivals or affairs
of state, where they can expose corruption,
Expertise unravel lies, and poke fun at self-important
At 3rd level, choose two of your skill figures of authority. Bonus Proficiencies PHB
proficiencies. Your proficiency bonus is p54[–] When you join the College of Lore at
doubled for any ability check you make that 3rd level, you gain proficiency with three skills
uses either of the chosen proficiencies. At of your choice. Cutting Words PHB p54[–]
10th level, you can choose another two skill Also at 3rd level, you learn how to use your wit
proficiencies to gain this benefit. to distract, confuse, and otherwise sap the
confidence and competence of others. When
a creature that you can see within 60 feet of
you makes an attack roll, an ability check, or a
damage roll, you can use your reaction to
expend one of your uses of Bardic Inspiration,
rolling a Bardic Inspiration die and subtracting
the number rolled from the creature's roll. You
can choose to use this feature after the
creature makes its roll, but before the DM
determines whether the attack roll or ability
check succeeds or fails, or before the creature
deals its damage. The creature is immune if it
can't hear you or if it's immune to being
charmed.
SPELLS
Minor Illusion Mending Charm Person
Illusion cantrip Transmutation cantrip Enchantment 1
Casting Time: 1 action Casting Time: 1 minute Casting Time: 1 action
Range: 30 feet Range: Touch Range: 30 feet
Target: See text Target: A single break or tear in an object you Target: A humanoid you can see within range
Components: S M touch Components: V S
Duration: 1 minute Components: V S M Duration: 1 hour
Description: Duration: Instantaneous Description:
You create a sound or an image of an object Description: You attempt to charm a humanoid you can
within range that lasts for the duration. The This spell repairs a single break or tear in an see within range. It must make a Wisdom
illusion also ends if you dismiss it as an action object you touch, such as a broken chain link, saving throw, and does so with advantage if
or cast this spell again. If you create a sound, two halves of a broken key, a torn cloak, or a you or your companions are fighting it. If it
its volume can range from a whisper to a leaking wineskin. As long as the break or tear fails the saving throw, it is charmed by you
scream. It can be your voice, someone else’s is no larger than 1 foot in any dimension, you until the spell ends or until you or your
voice, a lion’s roar, a beating of drums, or any mend it, leaving no trace of the former companions do anything harmful to it. The
other sound you choose. The sound continues damage. This spell can physically repair a charmed creature regards you as a friendly
unabated throughout the duration, or you can magic item or construct, but the spell can’t acquaintance. When the spell ends, the
make discrete sounds at different times before restore magic to such an object. creature knows it was charmed by you.
the spell ends. If you create an image of an At Higher Levels: When you cast this spell
object—such as a chair, muddy footprints, or Comprehend Languages using a spell slot of 2nd level or higher, you
a small chest—it must be no larger than a 5- Divination 1 can target one additional creature for each
foot cube. The image can’t create sound, light, Casting Time: 1 action slot level above 1st. The creatures must be
smell, or any other sensory effect. Physical Range: Self within 30 feet of each other when you target
interaction with the image reveals it to be an Target: Self them.
illusion, because things can pass through it. If Components: V S M
a creature uses its action to examine the Duration: 1 hour Healing Word
sound or image, the creature can determine Description: Evocation 1
that it is an illusion with a successful For the duration, you understand the literal Casting Time: 1 bonus action
Intelligence (Investigation) check against your meaning of any spoken language that you Range: 60 feet
spell save DC. If a creature discerns the hear. You also understand any written Target: A creature of your choice that you can
illusion for what it is, the illusion becomes faint language that you see, but you must be see within range
to the creature. touching the surface on which the words are Components: V
written. It takes about 1 minute to read one Duration: Instantaneous
Prestidigitation page of text. This spell doesn’t decode secret Description:
Transmutation cantrip messages in a text or a glyph, such as an A creature of your choice that you can see
Casting Time: 1 action arcane sigil, that isn’t part of a written within range regains hit points equal to 1d4 +
Range: 10 feet language. your spellcasting ability modifier. This spell
Target: See text has no effect on undead or constructs.
Components: V S Faerie Fire At Higher Levels: When you cast this spell
Duration: Up to 1 hour Evocation 1 using a spell slot of 2nd level or higher, the
Description: Casting Time: 1 action Healing increases by 1d4 for each slot level
This spell is a minor magical trick that novice Range: 60 feet above 1st.
spellcasters use for practice. You create one Target: Each object in a 20-foot cube within
of the following magical effects within range: range
You create an instantaneous, harmless Components: V
sensory effect, such as a shower of sparks, a Duration: ConcentrationUp to 1 minute
puff of wind, faint musical notes, or an odd Description:
odor. You instantaneously light or snuff out a Each object in a 20-foot cube within range is
candle, a torch, or a small campfire. You outlined in blue, green, or violet light (your
instantaneously clean or soil an object no choice). Any creature in the area when the
larger than 1 cubic foot. You chill, warm, or spell is cast is also outlined in light if it fails a
flavor up to 1 cubic foot of nonliving material Dexterity saving throw. For the duration,
for 1 hour. You make a color, a small mark, or objects and affected creatures shed dim light
a symbol appear on an object or a surface for in a 10-foot radius. Any attack roll against an
1 hour. You create a nonmagical trinket or an affected creature or object has advantage if
illusory image that can fit in your hand and the attacker can see it, and the affected
that lasts until the end of your next turn. If you creature or object can’t benefit from being
cast this spell multiple times, you can have up invisible.
to three of its non-instantaneous effects active
at a time, and you can dismiss such an effect
as an action.
Calm Emotions
Enchantment 2 Blindness Deafness
Casting Time: 1 action Necromancy 2
Range: 60 feet Casting Time: 1 action
Target: Each humanoid in a 20-foot-radius Range: 30 ft
sphere centered on a point you choose within Target:
range Components: V
Components: V S Duration: 1 minute
Duration: ConcentrationUp to 1 minute Description:
Description: You can blind or deafen a foe. Choose one
You attempt to suppress strong emotions in a creature that you can see within range to
group of people. Each humanoid in a 20-foot- make a Constitution saving throw. If it fails,
radius sphere centered on a point you choose the target is either blinded or deafened (your
within range must make a Charisma saving choice) for the duration. At the end of each of
throw; a creature can choose to fail this saving its turns, the target can make a Constitution
throw if it wishes. If a creature fails its saving saving throw. On a success, the spell ends. At
throw, choose one of the following two Higher Levels: When you cast this spell using
effects. You can suppress any effect causing a a spell slot of 3rd level or higher, you can
target to be charmed or frightened. When this target one additional creature for each slot
spell ends, any suppressed effect resumes, level above 2nd.
provided that its duration has not expired in
the meantime. Alternatively, you can make a
target indifferent about creatures of your
choice that it is hostile toward. This
indifference ends if the target is attacked or
harmed by a spell or if it witnesses any of its
friends being harmed. When the spell ends,
the creature becomes hostile again, unless the
GM rules otherwise.

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