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Level 1 Protector Aasimar Bard 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Milo
Entertainer Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Unarmored (12) 12 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
12
SHIELD
AC
Bardic Inspiration (Bonus Action—4/Long Rest).
N
CIE C
Inspire one creature other than yourself within 60
+1 Strength feet of you who can hear you. It gains one Bardic
Y
PROFI

+1 Inspiration die, a d6.Once within the next 10


✘ +4 Dexterity
minutes, the creature can roll the die and add the
+1 Constitution ARMOR CLASS number rolled to one ability check, attack roll, or
DEXTERITY
+1 Intelligence
saving throw it makes.
MAXIMUM HIT DICE TEMPORARY

14 ✘
+2 Wisdom

+6 Charisma
9 1d8
CONDITIONAL

+2
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS

13 N
CIE C

+4 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI


RT

EXPE

+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+1 +1 Arcana (Int) Darkvision

+1 Athletics (Str) Resistances. Necrotic, Radiant


INTELLIGENCE ✘ +6 Deception (Cha)

12 +1 History (Int)
+2 Insight (Wis)
+4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+1 +1 Investigation (Int)
+2 Medicine (Wis) Celestial Resistance. You have resistance to
WISDOM
necrotic damage and radiant damage.
+1 Nature (Int)

14 +2 Perception (Wis) Healing Hands (Action—1/Long Rest). You can


touch a creature and cause it to regain 1 hit points.
✘ +6 Performance (Cha)
✘ +6 Persuasion (Cha) Light Bearer. You know the light cantrip.
+2 +1 Religion (Int)
(Spellcasting: Charisma)

+2 Sleight of Hand (Dex) Radiant Soul (1/Long Rest). Your transformation


CHARISMA lasts for 1 minute or until you end it as a bonus
✘ +4 Stealth (Dex) action. During it, you have a flying speed of 30

19 +2 Survival (Wis) feet, and once on each of your turns, you can deal
SKILLS 1 extra radiant damage to one target when you
deal damage to it with an attack or a spell.

+4 12 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE

FEATURES & TRAITS

Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons, Crossbow,


Hand, Longsword, Rapier, Shortsword

Tool Proficiencies. Disguise kit, Lyre, Pan flute, Lute,


Whistle-Stick

Languages. Common, Celestial

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Milo
CHARACTER NAME EYES SKIN HAIR

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
is your life.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

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

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

lb / 180 lb 360 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 +6 14 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Bard

CANTRIPS Mage Hand Thunderclap

1ST LEVEL 2 SPELL SLOTS Cure Wounds Dissonant Whispers


Feather Fall Thunderwave

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Light (Aasimar)


Light Mage Hand Thunderclap
Evocation Cantrip Conjuration Cantrip Evocation Cantrip

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


RANGE Touch RANGE 30 feet RANGE Self (5-foot radius)
DURATION 1 hour DURATION 1 minute DURATION Instantaneous
COMPONENTS V, M (a firefly or phosphorescent moss) COMPONENTS V, S COMPONENTS S

You touch one object that is no larger than 10 feet in any dimension. A spectral, floating hand appears at a point you choose within range. You create a burst of thunderous sound, which can be heard 100 feet
Until the spell ends, the object sheds bright light in a 20-foot radius The hand lasts for the duration or until you dismiss it as an action. away. Each creature other than you within 5 feet of you must make a
and dim light for an additional 20 feet. The light can be colored as The hand vanishes if it is ever more than 30 feet away from you or if Constitution saving throw. On a failed save, the creature takes 1d6
you like. Completely covering the object with something opaque you cast this spell again. thunder damage.
blocks the light. The spell ends if you cast it again or dismiss it as an You can use your action to control the hand. You can use the hand The spell’s damage increases by 1d6 when you reach 5th level
action. to manipulate an object, open an unlocked door or container, stow or (2d6), 11th level (3d6), and 17th level (4d6).
If you target an object held or worn by a hostile creature, that retrieve an item from an open container, or pour the contents out of
creature must succeed on a Dexterity saving throw to avoid the spell. 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.

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

Cure Wounds Dissonant Whispers Feather Fall


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

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


RANGE Touch RANGE 60 feet RANGE 60 feet
DURATION Instantaneous DURATION Instantaneous DURATION 1 minute
COMPONENTS V, S COMPONENTS V COMPONENTS V, M (a small feather or piece of down)

A creature you touch regains a number of hit points equal to 1d8 + You whisper a discordant melody that only one creature of your Reaction: When you or a creature within 60 feet of you falls Choose
your spellcasting ability modifier. This spell has no effect on undead choice within range can hear, wracking it with terrible pain. The up to five falling creatures within range. A falling creature’s rate of
or constructs. target must make a Wisdom saving throw. On a failed save, it takes descent slows to 60 feet per round until the spell ends. If the creature
At Higher Levels. When you cast this spell using a spell slot of 2nd 3d6 psychic damage and must immediately use its reaction , if lands before the spell ends, it takes no falling damage and can land
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 on its feet, and the spell ends for that creature.
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) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook

Thunderwave
1st-level evocation

CASTING TIME 1 action


RANGE Self (15-foot cube)
DURATION Instantaneous
COMPONENTS V, S

A wave of thunderous force sweeps out from you. Each creature in a


15-foot cube originating from you must make a Constitution saving
throw. On a failed save, a creature takes 2d8 thunder damage and is
pushed 10 feet away from you. On a successful save, the creature
takes half as much damage and isn’t pushed. In addition, unsecured
objects that are completely within the area of effect are
automatically pushed 10 feet away from you by the spell’s effect, and
the spell emits a thunderous boom audible out to 300 feet.
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) Player’s Handbook

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