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Bard Miner Sem

CLASS & LEVEL BACKGROUND PLAYER NAME


Gorgoroth
Hill Dwarf Good Chaotic Level 4
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I can party with everyone. Whether
11 25 with dwarves, or goliaths, or deep
13 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
gnomes, I can find a way to have a
good time.
+1 PERSONALITY TRAITS

Hit Point Maximum 35


+1 Strength
DEXTERITY Generosity. The riches of the
10
● 0

+3
Dexterity
Constitution
35 earth are to be shared by all.
CURRENT HIT POINTS IDEALS
-1 Intelligence
0 +1 Wisdom
Someday I'm going to find the artifact,
● +4 Charisma
then I'll spend the rest of my life in glory.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
17 4
+1 Acrobatics (Dex) Total SUCCESSES I am obsessed with getting famous. I always
+3 Animal Handling (Wis) have a scheme brewing for making it big.
+2
4 FAILURES
0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +3 Athletics (Str)

8 +4 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
● +3e History (Int)
WarPickAxe 1d8 Pierce
Song of Rest (+d6 on hit dice)
-1 +2 Insight (Wis)
● +5 Intimidation (Cha) Dagger 1d4 Pierce Darkvision
WISDOM 0 Investigation (Int)
+2 Medicine (Wis) Dwarven Resilience (poison)
13 0 Nature (Int)

+1
+2 Perception (Wis) Stonecunning (stone history)
● +7e Performance (Cha)

CHARISMA
+4 Persuasion (Cha) Deep Miner (good survival in
0 Religion (Int) cave)
18 +1 Sleight of Hand (Dex)
+1 Stealth (Dex) Bardic Inspiration (+d6 on
+4 ● +3 Survival (Wis) ability/attack/saving roll) (can
SKILLS ATTACKS & SPELLCASTING
be used as much as cha
modifier, regain on long rest)
PASSIVE WISDOM (PERCEPTION)
CP Dulcimer Magical Inspiration (dmg/heal)
Leather Armor
SP Shovel Dwarven Toughness
Undercommon
Miner's Pick Jack of all Trades (+1 to all
Dwarfish EP
Block and Tackle Skills)
Common
Climber's Kit
Celestial GP 25 Entertainer's Pack
PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Features and Traits:
Dwarven Toughness:
Your HP maximum increases by 1, and it increases by 1 every time you gain a level.

Darkvision:
Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Dwarven Resilience:
You have advantage on saving throws against poison, and you have resistance against poison damage.

Stonecunning:
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add
double your proficiency bonus to the check, instead of your normal proficiency bonus.

Feature: Deep Miner


You are used to navigating the deep places of the earth. You never get lost in caves or mines if you have either seen an accurate map of them or
have been through them before. Furthermore, you are able to scrounge fresh water and food for yourself and as many as five other people each
day if you are in a mine or natural caves.

Bardic Inspiration
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself
within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can
roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20
before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration
die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (4). You regain any expended uses when you finish a long rest.

Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly
creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures
regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

HP rolls:
lv. 2: +3.
lv. 3: +6.
lv. 4: +2.
Level 1 Level 2 Ability Mod: CHA 4 ATK Bonus 5 Save DC 13
Magic & Cantrips 4 3

Mending C Vicious Mockery C Faerie Fire 1


Concentration,
1 min Touch Instant 1 action 60 ft Instant 1 action 60 ft up to 1 minute

This spell repairs a single break or tear in an You unleash a string of insults laced with Each object in a 20-foot cube within range is
object you touch, such as broken chain link, subtle enchantments at a creature you can outlined in blue, green, or violet light (your
two halves of a broken key, a torn cloak, or a see within range. If the target can hear you choice). Any creature in the area when the
leaking wineskin. As long as the break or tear (though it need not understand you), it must spell is cast is also outlined in light if it fails a
is no larger than 1 foot in any dimension, succeed on a Wisdom saving throw or Dexterity saving throw. For the
you mend it, leaving no trace of the former take 1d4 psychic damage and have duration, objects and affected creatures shed
damage. disadvantage on the next attack roll it dim light in a 10-foot radius.
makes before the end of its next turn.
This spell can physically repair a magic item Any attack roll against an affected creature or
or construct, but the spell can't restore magic This spell's damage increases by 1d4 when object has advantage if the attacker can see it,
to such an object. you reach 5th level (2d4), 11th level (3d4), and the affected creature or object can't
and 17th level (4d4). benefit from being invisible.

Heroism 1 Healing Word 1 Gorgoroth's Hideous Laughter 1


1 action Touch Concentration, 1 bonus action 60 ft Instant 1 action 30 ft Concentration,
up to 1 minute up to 1 minute
A willing creature you touch is imbued with A creature of your choice that you can see A creature of your choice that you can see
bravery. Until the spell ends, the creature within range regains HP equal to 1d4 + (4 within range perceives everything as
is immune to being frightened and CHA) your spellcasting ability modifier. hilariously funny and falls into fits of laughter
gains temporary hit points equal to This spell has no effect on undead or if this spell affects it. The target must succeed
your spellcasting ability modifier (4 CHA) constructs. on a Wisdom saving throw or fall
at the start of each of its turns. When prone, becoming incapacitated and unable
the spell ends, the target loses any to stand up for the duration. A
remaining temporary hit points from this creature with an Intelligence score of 4 or
spell. less isn't affected.
At the end of each of its turns, and each time it
takes damage, the target can make
another Wisdom saving throw. The
target has advantage on the saving throw if
it's triggered by damage. On a success, the
spell ends.

When you cast this spell using a spell slot of 2nd level or When you cast this spell using a spell slot of 2nd level or
higher, you can target one additional creature for each slot higher, the healing increases by 1d4 for each slot level above
level above 1st. 1st.

Thunderwave 1 Shatter 2 Bardic Inspiration F


1 action self, 15 foot Instant 1 action 60 ft Instant 1 bonus action 60 ft 10 minutes
A wave of thunderous force sweeps out from A sudden loud ringing noise, painfully intense, the creature can roll the die and add
you. Each creature in a 15-foot erupts from a point of your choice within the number rolled to one ability check,
cube originating from you must range. Each creature in a 10-foot-radius attack roll, or saving throw it makes. The
make a Constitution saving throw. On a sphere centered on that point must creature can wait until after it rolls the d20
failed save, a creature takes 2d8 thunder make a Constitution saving throw. A before deciding to use the Bardic Inspiration
damage and is pushed 10 feet away from creature takes 3d8 thunder damage on a die, but must decide before the DM says
you. On a successful save, the creature takes failed save, or half as much damage on a whether the roll succeeds or fails. Once the
half as much damage and isn't pushed. successful one. A creature made of Bardic Inspiration die is rolled, it is lost. A
inorganic material such as stone, crystal, creature can have only one Bardic
In addition, unsecured objects that are or metal has disadvantage on this saving Inspiration die at a time.
completely within the area of effect are throw. You can use this feature a number of times
automatically pushed 10 feet away from you equal to your Charisma modifier (3). You
by the spell's effect, and the spell emits a A nonmagical object that isn't being worn regain any expended uses when you finish a
thunderous boom audible out to 300 feet. or carried also takes the damage if it's in long rest.
the spell's area.

When you cast this spell using a spell slot of 2nd level or When you cast this spell using a spell slot of 3rd level or When you cast this spell using a spell slot of 2nd level or
higher, the damage increases by 1d8 for each slot level higher, the damage increases by 1d8 for each slot level above higher, the damage increases by 1d8 for each slot level
above 1st. 2nd above 1st.
Magical Inspiration F Mantle of Inspiration F Enthralling Performance F

1 bonus action 60 ft 1 min 60 ft 60 minutes


If a creature has a Bardic Inspiration die from As a bonus action, you can expend one use of choose a number of humanoids within 60 feet of you who watched
you and casts a spell that restores hit points or your Bardic Inspiration to grant yourself a and listened to all of it, up to a number equal to your Charisma
deals damage, the creature can roll that die wondrous appearance. When you do so, modifier (4). Each target must succeed on a Wisdom saving throw
and choose a target affected by the spell. Add choose a number of creatures you can see and against your spell save DC or be charmed by you. While charmed in
the number rolled as a bonus to the hit points that can see you within 60 ft of you, up to a this way, the target idolizes you, it speaks glowingly of you to anyone
regained or the damage dealt. The Bardic number equal to your Charisma modifier (4). who talks to it, and it hinders anyone who opposes you, although
Inspiration die is then lost. Each of them gains 5 Temp HP. When a it avoids violence unless it was already inclined to fight on your
creature gains these Temp HP, it can behalf. This effect ends on a target after 1 hour, if it takes any
immediately use its reaction to move up to its damage, if you attack it, or if it witnesses you attacking or damaging
speed, without provoking opportunity attacks. any of its allies.

If a target succeeds on its saving throw, the target has no hint that you
tried to charm it. Once you use this feature, you can't use it again until
you finish a short or long rest.

The number of temporary hit points increases when you


reach certain levels in this class, increasing to 8 at 5th level,
11 at 10th level, and 14 at 15th level.

Light C Enlarge/Reduce 2 Bane 1


1 action Touch 1 hour 1 action 30 ft Concentration,
1 action 30 ft 1 minute
up to 1 minute
You touch one object that is no larger than 10 Enlarge. The target's size doubles in all dimensions, and its weight is Up to three creatures of your choice that you
feet in any dimension. Until the spell ends, multiplied by eight. This growth increases its size by one category— can see within range must make Charisma
the object sheds bright light in a 20-foot from Medium to Large, for example. If there isn't enough room for the saving throws. Whenever a target that fails this
radius and dim light for an additional 20 feet. target to double its size, the creature or object attains the maximum saving throw makes an attack roll or a saving
The light can be colored as you like. possible size in the space available. Until the spell ends, the target also throw before the spell ends, the target must
Completely covering the object with has advantage on Strength checks and Strength saving throws. The roll a d4 and subtract the number rolled from
something opaque blocks the light. The spell target's weapons also grow to match its new size. While these weapons the attack roll or saving throw.
are enlarged, the target's attacks with them deal 1d4 extra damage.
ends if you cast it again or dismiss it as an
action.
Reduce. The target's size is halved in all dimensions, and its weight is
If you target an object held or worn by a reduced to one-eighth of normal. This reduction decreases its size by
hostile creature, that creature must succeed one category—from Medium to Small, for example. Until the spell
ends, the target also has disadvantage on Strength checks and
on a Dexterity saving throw to avoid the spell.
Strength saving throws. The target's weapons also shrink to match its
new size. While these weapons are reduced, the target's attacks with
them deal 1d4 less damage (this can't reduce the damage below 1).

When you cast this spell using a spell slot of 2nd level or
higher, you can target one additional creature for each slot
level above 1st.

Dissonant Whispers 1
1 action 60 ft 10 minutes
You whisper a discordant melody that only
one creature of your choice within range can
hear, wracking it with terrible pain. The target
must make a Wisdom saving throw. On a
failed save, it takes 3d6 psychic damage and
must immediately use its reaction, if available,
to move as far as its speed allows away from
you. The 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.

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.

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