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Level 5 Minotaur Bard, College of Spirits 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Moni bardo
Charlatan Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Bardic Inspiration (Bonus Action—4/Long Rest).


STRENGTH Studded Leather 14 Inspire one creature other than yourself within 60
feet of you who can hear you. It gains one Bardic
PROFICIENCY BONUS +3
10
SHIELD
AC Inspiration die, a d8.Once within the next 10
minutes, the creature can roll the die and add the
N
CIE C
number rolled to one ability check, attack roll, or
+0 Strength saving throw it makes.
Y
PROFI

+0
✘ +5 Dexterity
Song of Rest. You or any friendly creatures who can
+3 Constitution ARMOR CLASS hear your performance regain hp at the end of the
DEXTERITY
+1 Intelligence
short rest by spending one or more Hit Dice, each of
MAXIMUM HIT DICE TEMPORARY those creatures regains an extra 1d6 hit points.
14 ✘
+2 Wisdom

+7 Charisma
35 5d8
Font of Inspiration. You regain all of your expended
CONDITIONAL
uses of Bardic Inspiration when you finish a short or
long rest.
+2
Guiding Whispers. You learn the guidance cantrip, it
CURRENT HIT POINTS has a range of 60 feet when you cast it.
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS
Spiritual Focus. You can use the following objects as
16 N
CIE C

+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
a spellcasting focus for your bard spells: a candle, a
crystal ball, a talking board, a tarokka deck, or a
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION skull.


+3 Animal Handling (Wis)
+3 ✘ +4 Arcana (Int) Tales from Beyond (Bonus Action). While you are
holding your Spiritual Focus, you can expend one
+1 Athletics (Str)
use of your Bardic Inspiration and roll on the Spirits’
INTELLIGENCE ✘ +7 Deception (Cha) Tales table using your Bardic Inspiration die to
determine the tale told. You retain the tale in mind
12 +2 History (Int)
+3 Insight (Wis)
until you bestow the tale’s effect or you finish a
short or long rest.You can use an action to choose
one creature you can see within 30 feet of you to be
✘✘ +10 Intimidation (Cha) SPEED, SENSES, & CONDITIONS the target of the tale’s effect. Once you do so, you
+1 +2 Investigation (Int) can’t bestow the tale’s effect again until you roll it
Horns. Your horns are natural melee weapons, with again.You can retain only one of these tales in mind
+3 Medicine (Wis)
which you’re proficient. 1d6+0 piercing damage. at a time, and rolling on the Spirits’ Tales table
WISDOM +2 Nature (Int) immediately ends the effect of the previous tale.

14 ✘✘ +8 Perception (Wis) Goring Rush. Immediately after you use the Dash
action on your turn and move at least as far as your
✘ +7 Performance (Cha) speed, you can make one melee attack with your
+5 Persuasion (Cha)
horns as a bonus action.
+2 +2 Religion (Int) Hammering Horns. Immediately after you hit a
creature with a melee attack as part of the Attack
✘ +5 Sleight of Hand (Dex)
action on your turn, you can attempt to shove that
CHARISMA +3 Stealth (Dex) creature with your horns using your reaction. The
creature must be no more than one size larger than
19 +3 Survival (Wis)
SKILLS
you and within 5 feet of you. It must make a DC11
Strength saving throw. If it fails, you push it up to 5
feet away from you.
+4 18 PASSIVE PERCEPTION
Hybrid Nature. You count as humanoid and
monstrosity. You can be affected by a game effect if
it works on either of your creature types.
ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Scimitar 5 ft +2 vs AC 1d6+2 slashing
Finesse, Light
FEATURES & TRAITS
Crossbow, Light 80/320 +5 vs AC 1d8+2 piercing
Ammunition, Loading, Two-Handed

Shortsword 5 ft +5 vs AC 1d6+2 piercing Armor Proficiencies. Light Armor


Finesse, Light
Weapon Proficiencies. Simple Weapons, Crossbow,
Hand, Longsword, Rapier, Shortsword

Tool Proficiencies. Disguise kit, Forgery kit, Lyre,


Horn, Drum

Languages. Common, Minotaur

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male
GENDER AGE HEIGHT WEIGHT
Moni bardo
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You have always had a way with people. You know what makes them tick, you can tease out their hearts’ desires after a
few minutes of conversation, and with a few leading questions you can read them like they were children’s books. It’s a
useful talent, and one that you’re perfectly willing to use for your advantage.

You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people
away from things that sound too good to be true, but common sense seems to be in short supply when you’re around.
The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment—nothing more than a bit of fat with
a sprinkle of silver dust—can restore youth and vigor, and there’s a bridge in the city that just happens to be for sale.
These marvels sound implausible, but you make them sound like the real deal.
PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

False Identity
You have created a second identity that includes
documentation, established acquaintances, and
disguises that allow you to assume that persona.
Additionally, you can forge documents including
official papers and personal letters, as long as you
have seen an example of the kind of document or
the handwriting you are trying to copy.

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
[Studded Leather] 1 13
[Crossbow, Light] 1 5
Shortsword 1 2

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

30 lb / 150 lb 300 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Bard, College of Spirits

CANTRIPS Dancing Lights Guidance


Mage Hand Thunderclap

1ST LEVEL 4 SPELL SLOTS Cure Wounds Dissonant Whispers


Earth Tremor Heroism Thunderwave

2ND LEVEL 3 SPELL SLOTS Crown of Madness Shatter

3RD LEVEL 2 SPELL SLOTS Leomund’s Tiny Hut


Dancing Lights Guidance Mage Hand
Evocation Cantrip Divination Cantrip Conjuration Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE Touch RANGE 30 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute DURATION 1 minute
COMPONENTS V, S, M (a bit of phosphorous or wychwood, or a glowworm) COMPONENTS V, S COMPONENTS V, S

You create up to four torch-sized lights within range, making them You touch one willing creature. Once before the spell ends, the target A spectral, floating hand appears at a point you choose within range.
appear as torches, lanterns, or glowing orbs that hover in the air for can roll a d4 and add the number rolled to one ability check of its The hand lasts for the duration or until you dismiss it as an action.
the duration. You can also combine the four lights into one glowing choice. It can roll the die before or after making the ability check. The The hand vanishes if it is ever more than 30 feet away from you or if
vaguely humanoid form of Medium size. Whichever form you choose, spell then ends. you cast this spell again.
each light sheds dim light in a 10-foot radius. As a bonus action on You can use your action to control the hand. You can use the hand
your turn, you can move the lights up to 60 feet to a new spot within to manipulate an object, open an unlocked door or container, stow or
range. A light must be within 20 feet of another light created by this retrieve an item from an open container, or pour the contents out of
spell, and a light winks out if it exceeds the spell’s range. a vial. You can move the hand up to 30 feet each time you use it. The
hand can’t attack, activate magic items, or carry more than 10
pounds.

Spellcasting (Bard) Player’s Handbook Guiding Whispers (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook

Thunderclap Cure Wounds Dissonant Whispers


Evocation Cantrip 1st-level evocation 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Self (5-foot radius) RANGE Touch RANGE 60 feet
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS S COMPONENTS V, S COMPONENTS V

You create a burst of thunderous sound, which can be heard 100 feet A creature you touch regains a number of hit points equal to 1d8 + You whisper a discordant melody that only one creature of your
away. Each creature other than you within 5 feet of you must make a your spellcasting ability modifier. This spell has no effect on undead choice within range can hear, wracking it with terrible pain. The
Constitution saving throw. On a failed save, the creature takes 1d6 or constructs. target must make a Wisdom saving throw. On a failed save, it takes
thunder damage. At Higher Levels. When you cast this spell using a spell slot of 2nd 3d6 psychic damage and must immediately use its reaction , if
The spell’s damage increases by 1d6 when you reach 5th level level or higher, the healing increases by 1d8 for each slot level above available, to move as far as its speed allows away from you. The
(2d6), 11th level (3d6), and 17th level (4d6). 1st. creature doesn’t move into obviously dangerous ground, such as a
fire or a pit. On a successful save, the target takes half as much
damage and doesn’t have to move away. A deafened creature
automatically succeeds on the save.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d6 for each slot level above
1st.

Spellcasting (Bard) Princes of the Apocalypse Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook

Earth Tremor Heroism Thunderwave


1st-level evocation 1st-level enchantment 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 10 feet RANGE Touch RANGE Self (15-foot cube)
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You cause a tremor in the ground within range. Each creature other A willing creature you touch is imbued with bravery. Until the spell A wave of thunderous force sweeps out from you. Each creature in a
than you in that area must make a Dexterity saving throw. On a failed ends, the creature is immune to being frightened and gains 15-foot cube originating from you must make a Constitution saving
save, a creature takes 1d6 bludgeoning damage and is knocked temporary hit points equal to your spellcasting ability modifier at the throw. On a failed save, a creature takes 2d8 thunder damage and is
prone. If the ground in that area is loose earth or stone, it becomes start of each of its turns. When the spell ends, the target loses any pushed 10 feet away from you. On a successful save, the creature
difficult terrain until cleared, with each 5-foot-diameter portion remaining temporary hit points from this spell. takes half as much damage and isn’t pushed. In addition, unsecured
requiring at least 1 minute to clear by hand. At Higher Levels. When you cast this spell using a spell slot of 2nd objects that are completely within the area of effect are
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot automatically pushed 10 feet away from you by the spell’s effect, and
level or higher, the damage increases by 1d6 for each slot level above level above 1st. the spell emits a thunderous boom audible out to 300 feet.
1st. At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d8 for each slot level above
1st.

Spellcasting (Bard) Xanathar’s Guide to Everything Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook
Crown of Madness Shatter Leomund’s Tiny Hut
2nd-level enchantment 2nd-level evocation 3rd-level evocation (ritual)

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 minute


RANGE 120 feet RANGE 60 feet RANGE Self (10-foot-radius hemisphere)
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION 8 hours
COMPONENTS V, S COMPONENTS V, S, M (a chip of mica) COMPONENTS V, S, M (a small crystal bead)

One humanoid of your choice that you can see within range must A sudden loud ringing noise, painfully intense, erupts from a point of A 10-foot-radius immobile dome of force springs into existence
succeed on a Wisdom saving throw or become charmed by you for your choice within range. Each creature in a 10-foot-radius sphere around and above you and remains stationary for the duration. The
the duration. While the target is charmed in this way, a twisted centered on that point must make a Constitution saving throw. A spell ends if you leave its area.
crown of jagged iron appears on its head, and a madness glows in its creature takes 3d8 thunder damage on a failed save, or half as much Nine creatures of Medium size or smaller can fit inside the dome
eyes. The charmed target must use its action before moving on each damage on a successful one. A creature made of inorganic material with you. The spell fails if its area includes a larger creature or more
of its turns to make a melee attack against a creature other than such as stone, crystal, or metal has disadvantage on this saving than nine creatures. Creatures and objects within the dome when
itself that you mentally choose. The target can act normally on its throw. A nonmagical object that isn’t being worn or carried also takes you cast this spell can move through it freely. All other creatures and
turn if you choose no creature or if none are within its reach. On your the damage if it’s in the spell’s area. objects are barred from passing through it. Spells and other magical
subsequent turns, you must use your action to maintain control over At Higher Levels. When you cast this spell using a spell slot of 3rd effects can’t extend through the dome or be cast through it. The
the target, or the spell ends. Also, the target can make a Wisdom level or higher, the damage increases by 1d8 for each slot level above atmosphere inside the space is comfortable and dry, regardless of the
saving throw at the end of each of its turns. On a success, the spell 2nd. weather outside.
ends. Until the spell ends, you can command the interior to become
dimly lit or dark. The dome is opaque from the outside, of any color
you choose, but it is transparent from the inside.

Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook
Entertainer’s Pack Studded Leather Crossbow, Light
Equipment Packs Armor Weapons

Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 Made from tough but flexible leather, studded leather is
days of rations, a waterskin, and a disguise kit. reinforced with close-set rivets or spikes.

10 lbs. Player’s Handbook 13 lb. Player’s Handbook 5 lb. Player’s Handbook

Shortsword
Weapons

2 lb. Player’s Handbook

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