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STEALTH DISADVANTAGE
17 ✘
+2 Wisdom
+5 Charisma
10 1d8
CONDITIONAL
+3
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
15 N
CIE C
+5 Acrobatics (Dex)
SPEED
25ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI
✘
RT
EXPE
+0 Athletics (Str)
INTELLIGENCE +3 Deception (Cha)
16 ✘ +5 History (Int)
+2 Insight (Wis)
✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+3 +3 Investigation (Int)
+2 Medicine (Wis) Gnome Cunning. You have advantage on all
WISDOM
Intelligence, Wisdom, and Charisma saving throws
+3 Nature (Int) against magic.
14 ✘
+2 Perception (Wis)
+5 Performance (Cha)
Natural Illusionist. You know the minor illusion
cantrip. Intelligence is your spellcasting ability for
✘ +5 Persuasion (Cha) it.
+2 +3 Religion (Int) Speak with Small Beasts. Through sounds and
+3 Sleight of Hand (Dex) gestures, you can communicate simple ideas with
CHARISMA Small or smaller beasts.
+3 Stealth (Dex)
17 +2 Survival (Wis)
SKILLS
+3 12 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics
can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or
captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art
I’ll settle for nothing less than perfection. is your life.
Whenever I come to a new place, I collect local
rumors and spread gossip.
PERSONALITY TRAITS
IDEAL
BOND
By Popular Demand
You can always find a place to perform, usually in an
inn or tavern but possibly with a circus, at a theater,
or even in a noble’s court. At such a place, you
receive free lodging and food of a modest or
comfortable standard (depending on the quality of
the establishment), as long as you perform each
night. In addition, your performance makes you
something of a local figure. When strangers
recognize you in a town where you have performed,
they typically take a liking to 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
[Crossbow, Hand] 1 3
Crossbow Bolt 2 .1
[Leather] 1 10
Dagger 1 1
Flute 1 1
Lute 1 2
Drum 1 3
Entertainer’s Pack 1 10
0 0 0 0 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 +5 13 N/A
You create up to four torch-sized lights within range, making them You create a sound or an image of an object within range that lasts You unleash a string of insults laced with subtle enchantments at a
appear as torches, lanterns, or glowing orbs that hover in the air for for the duration. The illusion also ends if you dismiss it as an action or creature you can see within range. If the target can hear you (thought
the duration. You can also combine the four lights into one glowing cast this spell again. it need not understand you), it must succeed on a Wisdom saving
vaguely humanoid form of Medium size. Whichever form you choose, If you create a sound, its volume can range from a whisper to a throw or take 1d4 psychic damage and have disadvantage on the
each light sheds dim light in a 10-foot radius. scream. It can be your voice, someone else’s voice, a lion’s roar, a next attack roll it makes before the end of its next turn.
As a bonus action on your turn, you can move the lights up to 60 beating of drums, or any other sound you choose. The sound This spell’s damage increases by 1d4 when you reach 5th level
feet to a new spot within range. A light must be within 20 feet of continues unabated throughout the duration, or you can make (2d4), 11th level (3d4) and 17th level (4d4)
another light created by this spell, and a light winks out if it exceeds discrete sounds at different times before the spell ends.
the spell’s range. If you create an image of an object—such as a chair, muddy
footprints, or a small chest—it must be no larger than a 5-foot cube.
The image can’t create sound, light, smell, or any other sensory
effect. Physical interaction with the image reveals it to be an illusion,
because things can pass through it.
If a creature uses its action to examine the sound or image, the
creature can determine that it is an illusion with a successful
Intelligence (Investigation) check against your spell save DC. If a
creature discerns the illusion for what it is, the illusion becomes faint
to the creature.
Spellcasting (Bard) Player’s Handbook Natural Illusionist (Forest Gnome) Player’s Handbook Spellcasting (Bard) Player’s Handbook
This spell lets you convince a beast that you mean it no harm. Choose A creature you touch regains a number of hit points equal to 1d8 + For the duration, you sense the presence of magic within 30 feet of
a beast that you can see within range. It must see and hear you. If the your spellcasting ability modifier. This spell has no effect on undead you. If you sense magic in this way, you can use your action to see a
beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast or constructs. faint aura around any visible creature or object in the area that bears
must succeed on a Wisdom saving throw or be charmed by you for At Higher Levels. When you cast this spell using a spell slot of 2nd magic, and you learn its school of magic, if any.
the spell’s duration. If you or one of your companions harms the level or higher, the healing increases by 1d8 for each slot level above The spell can penetrate most barriers, but is blocked by 1 foot of
target, the spell ends. 1st. stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
At Higher Levels. When you cast this spell using a spell slot of 2nd wood or dirt.
level or higher, you can affect one additional beast for each slot level
above 1st.
Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook
Healing Word
1st-level evocation
A creature of your choice that you can see within range regains hit
points equal to 1d4 + your spellcasting ability modifier. This spell has
no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the healing increases by 1d4 for each slot level above
1st.
Crossbow bolts are used with a crossbow to make a ranged The breastplate and shoulder protectors of this armor are
attack. 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.
3 lb. Player’s Handbook 1/20 lb. Player’s Handbook 10 lb. Player’s Handbook
If you have proficiency with the flute, you can add your If you have proficiency with the lute, you can add your
proficiency bonus to any ability checks you make to play proficiency bonus to any ability checks you make to play
music with the instrument. A bard can use a musical music with the instrument. A bard can use a musical
instrument as a spellcasting focus. instrument as a spellcasting focus.
If you have proficiency with the drum, you can add your Includes a backpack, a bedroll, 2 costumes, 5 candles, 5
proficiency bonus to any ability checks you make to play days of rations, a waterskin, and a disguise kit.
music with the instrument. A bard can use a musical
instrument as a spellcasting focus.