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Bard [College of Creation] (7)

Hermit
CLASS & LEVEL BACKGROUND PLAYER NAME
Beck Phryne Tiefling Lawful Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
13 +3 30 a developing young man
+3 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED We'll see
16 PERSONALITY TRAITS

Hit Point Maximum 58


+3 Strength
DEXTERITY ●
+5 Dexterity
survival
+2 +3 Constitution
+2 Intelligence
CURRENT HIT POINTS IDEALS

14 +3 Wisdom

+8 Charisma Shirley, Peggy Loraine,
CONSTITUTION SAVING THROWS Obadiah seemed cool...
TEMPORARY HIT POINTS BONDS

+3 +3 Acrobatics (Dex) SUCCESSES

16 +4 Animal Handling (Wis)


7x(1d8+3) we'll see
FAILURES

+3 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
+4 Athletics (Str)

+2 ●
+6 Deception (Cha)
+5 History (Int)
NAME ATK BONUS DAMAGE/TYPE

14 ●
+9 Insight (Wis)
Dagger +6 1d4+3 piercing A replica of the
+6 Intimidation (Cha) Longsword +6 1d8+3 slashing orphic egg (made
WISDOM +3 Investigation (Int)
+6 Medicine (Wis)
by my own hands)
+3

+3 Nature (Int) Backpack


16
+4 Perception (Wis) Number of Bedroll
+6 Performance (Cha)
+6 Persuasion (Cha)
Attacks: 1 Blanket
CHARISMA

+5 Religion (Int) Candle x5
+5 +3 Sleight of Hand (Dex) Case, map or scroll
20

+8 Stealth (Dex)
+4 Survival (Wis)
Clothes, common
SKILLS ATTACKS & SPELLCASTING
Costume x2
Disguise Kit
14 PASSIVE WISDOM (PERCEPTION)
CP
Flute
Herbalism Kit
Tool Proficiencies: Flute; Herbalism SP
Leather
Kit; Horn; Lyre
EP Rations (1 day) x5
Weapon Proficiencies: Crossbow,
hand; Longsword; Rapier; The Purple
Shortsword; Simple GP
5 Testament
Armor Proficiencies: Light PP Waterskin
Language Proficiencies: Celestial;
Common; Druidic; Infernal

OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
18 5' 8" 210
AGE HEIGHT WEIGHT
Beck Phryne brown pink hue brown
CHARACTER NAME EYES SKIN HAIR

NAME

Beck And The angels

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

a conceptualisation of The Phryne boy.


He's had a foot in civilization and a foot
in the woods. He resents the both of
them

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Bard, Tiefling Charisma 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Message Enemies Abound
Prestidigitation Psionic Blast
Thaumaturgy Tongues
Vicious Mockery

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Healing Word

Hellish Rebuke
4 1
Sleep
Dimension Door
SPELLS KNOWN

2 3
Darkness

Invisibility
Knock
5
Phantasmal Force

Wristpocket (Dunamancy)
9

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

Darkvision: 60 ft.
Damage Resistances: fire, cold, poison

----------Bonus Actions----------
Bardic Inspiration. Inspire another creature with a 1d8 that it can, within the next 10 min., add to a d20 roll (use 5
times/long rest).

---------------Actions--------------
Countercharm. Performance during your turn that gives you and friendly creatures within 30 ft. advantage on
frightened or charmed saves.

-----------Other Traits------------
Animating Performance. Your mastery over the Song of Creation allows you to magically bring items to life. As an
action, you can target a Large or smaller nonmagical item you can see within 30 feet of you and animate it. The
animate item uses the Dancing Item stat block and is under your control for 1 hour or until it is reduced to 0 hit
points.
In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can move and use its
reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on
your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search
action.
When you use your Bardic Inspiration feature, you can command which action your animated item takes as part of
the same bonus action.
Once you animate an item with this feature, you can't do so again until you finish a long rest or until you expend a
spell slot of 3rd level or higher to use this feature. You can have only one item animated by this feature at a time; if
you use this action and already have a dancing item from this feature, the first one immediately becomes inanimate.

Discovery. The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery.
The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the
cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one
else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the
past that could rewrite history. It might be information that would be damaging to the people who or consigned you to
exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery
and its impact on the campaign.

Font of Inspiration. Regain all uses of Bardic Inspiration at the end of a rest.

Hellish Resistance. Resistance to fire damage.

Infernal Constitution. Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some
fiends. You gain the following benefits:

You have resistance to cold and poison damage.

You have advantage on saving throws against being poisoned.

Infernal Legacy. You know thaumaturgy and can cast Hellish Rebuke and Darkness once per day. CHA is the
spellcasting ability.

Jack of All Trades. +1 to ability checks that don't already include your proficiency bonus.

Note of Potential. You can manipulate the Song of Creation to summon a floating musical note of possibility:
Whenever you give a creature a Bardic Inspiration die, you can create a Note of Potential. The note orbits within 5
feet of the creature. The note is a Tiny object that is intangible and invulnerable, and it lasts until the Bardic
Inspiration die is lost. A creature with a note can use it in the following ways.
Note of Destruction. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll, the
creature can expend the note to create a burst of sound. Each other creature within 5 feet of it must succeed on a
Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the
Bardic Inspiration die.
Note of Protection. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the
creature can expend the note to gain temporary hit points equal to the number rolled on the Bardic Inspiration die +
your Charisma modifier, provided the creature doesn't already have temporary hit points.
Note of Ingenuity. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can
expend the note to roll the Bardic Inspiration die again and choose which roll to use. .

Song of Rest. With a song, you and friendly creatures gain 1d6 additional healing at the end of a short rest.
Page 1

Message Prestidigitation Vicious Mockery


Bard Cantrip Transmutation DC 16 Spell Mod +8 Bard Cantrip Transmutation DC 16 Spell Mod +8 Bard Cantrip Enchantment DC 16 Spell Mod +8
1 Act. 120 ft V,S,M 1 Rnd 1 Act. 10 ft V,S Up to 1 hr 1 Act. 60 ft V Inst
A short piece of copper wire

You point your finger toward a creature This spell is a minor magical trick that novice Choose a creature you can see. If it can hear
within range and whisper a message. The spellcasters use for practice. You create one of you, it must pass a Wisdom save or take 1d4
target (and only the target) hears the message the following magical effects within range: • psychic damage and have disadvantage on its
and can reply in a whisper that only you can You create an instantaneous, harmless next attack roll before the end of its next turn.
hear. You can cast this spell through solid sensory effect, such as a shower of sparks, a The damage increases by 1d4 when you
objects if you are familiar with the target and puff of wind, faint musical notes, or an odd reach 5th, 11th, and 17th level.
know it is beyond the barrier. Magical silence, odor. • You instantaneously light or snuff out a
1 foot of stone, 1 inch of common metal, a thin candle, a torch, or a small campfire. • You
sheet of lead, or 3 feet of wood blocks the spell. instantaneously clean or soil an object no
The spell doesn't have to follow a straight line larger than 1 cubic foot. • You chill, warm, or
and can travel freely around corners or flavor up to 1 cubic foot of nonliving material
through openings. for 1 hour. • You make a color, a small mark, or
a symbol appear on an object or a surface for 1
hour. • You create a nonmagical trinket or an
illusory image that can fit in your hand and
that lasts until the end of your next turn. If
you cast this spell multiple times, you can
have up to three of its non-instantaneous
effects active at a time, and you can dismiss

Thaumaturgy Healing Word Sleep


Tiefling Cantrip Transmutation DC 16 Spell Mod +8 Bard Level 1 Evocation DC 16 Spell Mod +8 Bard Level 1 Enchantment DC 16 Spell Mod +8
1 Act. 30 ft V Up to 1 min 1 B.A. 60 ft V Inst 1 Act. 90 ft V,S,M 1 min
A pinch of fine sand, rose petals, or a cricket

You manifest a minor wonder, a sign of A creature of your choice that you can see This spell sends creatures into a magical
supernatural power, within range. You create within range regains hit points equal to 1d4 + slumber. Roll 5d8; the total is how many hit
one of the following magical effects within your spellcasting ability modifier. This spell points of creatures this spell can affect.
range: • Your voice booms up to three times as has no effect on undead or constructs. At Creatures within 20 feet of a point you choose
loud as normal for 1 minute. • You cause Higher Levels. When you cast this spell using a within range are affected in ascending order of
flames to flicker, brighten, dim, or change spell slot of 2nd level or higher, the healing their current hit points (ignoring unconscious
color for 1 minute. • You cause harmless increases by 1d4 for each slot level above 1st. creatures). Starting with the creature that has
tremors in the ground for 1 minute. • You the lowest current hit points, each creature
create an instantaneous sound that originates affected by this spell falls unconscious until
from a point of your choice within range, such the spell ends, the sleeper takes damage, or
as a rumble of thunder, the cry of a raven, or someone uses an action to shake or slap the
ominous whispers. • You instantaneously sleeper awake. Subtract each creature's hit
cause an unlocked door or window to fly open points from the total before moving on to the
or slam shut. • You alter the appearance of creature with the next lowest hit points. A
your eyes for 1 minute. If you cast this spell creature's hit points must be equal to or less
multiple times, you can have up to three of its than the remaining total for that creature to be
1-minute effects active at a time, and you can affected. Undead and creatures immune to
dismiss such an effect as an action. being charmed aren't affected by this spell. At
Higher Levels. When you cast this spell using a

Hellish Rebuke Invisibility Knock


Tiefling Level 1 Evocation DC 16 Spell Mod +8 Bard Level 2 Illusion DC 16 Spell Mod +8 Bard Level 2 Transmutation DC 16 Spell Mod +8
1 reAct. 60 ft V,S Inst 1 Act. Touch V,S,M Conc, 1 hr 1 Act. 60 ft V Inst
An eyelash encased in gum arabic

You point your finger, and the creature that A creature you touch becomes invisible until Choose an object that you can see within
damaged you is momentarily surrounded by the spell ends. Anything the target is wearing range. The object can be a door, a box, a chest,
hellish flames. The creature must make a or carrying is invisible as long as it is on the a set of manacles, a padlock, or another object
Dexterity saving throw. It takes 2d10 fire target's person. The spell ends for a target that that contains a mundane or magical means
damage on a failed save, or half as much attacks or casts a spell. At Higher Levels. that prevents access. A target that is held shut
damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of by a mundane lock or that is stuck or barred
When you cast this spell using a spell slot of 3rd level or higher, you can target one becomes unlocked, unstuck, or unbarred. If
2nd level or higher, the damage increase by additional creature for each slot level above the object has multiple locks, only one of them
1d10 for each slot level above 1st. 2nd. is unlocked. If you choose a target that is held
shut with arcane lock, that spell is suppressed
for 10 minutes, during which time the target
can be opened and shut normally. When you
cast the spell, a loud knock, audible from as far
away as 300 feet, emanates from the target
object.
Page 1 (reverse)

Prestidigitation (reverse)
such an effect as an action.

Sleep (reverse)
spell slot of 2nd level or higher, roll an
additional 2d8 for each slot level above 1st.
Page 2

Phantasmal Force Wristpocket (Dunamancy) Darkness


Bard Level 2 Illusion DC 16 Spell Mod +8 Bard Level 2 Conjuration DC 16 Spell Mod +8 Tiefling Level 2 Evocation DC 16 Spell Mod +8
1 Act. 60 ft V,S,M Conc, 1 min 1 Act. Self S Conc, 1 hr 1 Act. 60 ft V,M Conc, 10 mins
A bit of fleece Bat fur and a drop of pitch or piece of coal

You craft an illusion that takes root in the You flick your wrist, causing one object in Magical darkness spreads from a point you
mind of a creature that you can see within your hand to vanish. The object, which only choose within range to fill a 15-foot-radius
range. The target must make an Intelligence you can be holding and can weigh no more sphere for the duration. The darkness spreads
saving throw. On a failed save, you create a than 5 pounds, is transported to an around corners. A creature with darkvision
phantasmal object, creature, or other visible extradimensional space, where it remains for can't see through this darkness, and
phenomenon of your choice that is no larger the duration. Until the spell ends, you can use nonmagical light can't illuminate it. If the
than a 10-foot cube and that is perceivable your action to summon the object to your free point you choose is on an object you are
only to the target for the duration. This spell hand, and you can use your action to return holding or one that isn't being worn or carried,
has no effect on undead or constructs. The the object to the extradimensional space. An the darkness emanates from the object and
phantasm includes sound, temperature, and object still in the pocket plane when the spell moves with it. Completely covering the source
other stimuli, also evident only to the ends appears in your space, at your feet. of the darkness with an opaque object, such as
creature. The target can use its action to a bowl or a helm, blocks the darkness. If any of
examine the phantasm with an Intelligence this spell's area overlaps with an area of light
(Investigation) check against your spell save created by a spell of 2nd level or lower, the
DC. If the check succeeds, the target realizes spell that created the light is dispelled.
that the phantasm is an illusion, and the spell
ends. While a target is affected by the spell,
the target treats the phantasm as if it were
real. The target rationalizes any illogical

Enemies Abound Psionic Blast Tongues


Bard Level 3 Enchantment DC 16 Spell Mod +8 Bard Level 3 Evocation DC 16 Spell Mod +8 Bard Level 3 Divination DC 16 Spell Mod +8
1 Act. 120 ft V,S Conc, 1 min 1 acton Self V Inst 1 Act. Touch V,M 1 hr
A small clay model of a ziggurat

You reach into the mind of one creature you You unleash a destructive wave of mental This spell grants the creature you touch the
can see and force it to make an Intelligence power in a 30-foot cone. Each creature in the ability to understand any spoken language it
saving throw. A creature automatically area must make a Dexterity saving throw. On hears. Moreover, when the target speaks, any
succeeds if it is immune to being frightened. a failed save, a target takes 5d8 force damage, creature that knows at least one language and
On a failed save, the target loses the ability to is pushed 20 feet directly away from you, and can hear the target understands what it says.
distinguish friend from foe, regarding all is knocked prone. On a successful save, a
creatures it can see as enemies until the spell target takes half as much damage and isn't
ends. Each time the target takes damage, it can pushed or knocked prone. At Higher Levels.
repeat the saving throw, ending the effect on When you cast this spell using a spell slot of
itself on a success. Whenever the affected 4th level or higher, the damage increases by
creature chooses another creature as a target, 1d8 for each slot level above 3rd.
it must choose the target at random from
among the creatures it can see within range of
the attack, spell, or other ability it's using. If
an enemy provokes an opportunity attack
from the affected creature, the creature must
make that attack if it is able to.

Dimension Door
Bard Level 4 Conjuration DC 16 Spell Mod +8
1 Act. 500 ft V Inst

You teleport yourself from your current


location to any other spot within range. You
arrive at exactly the spot desired. It can be a
place you can see, one you can visualize, or
one you can describe by stating distance and
direction, such as “200 feet straight
downward” or “upward to the northwest at a
45-degree angle, 300 feet.” You can bring
along objects as long as their weight doesn't
exceed what you can carry. You can also bring
one willing creature of your size or smaller
who is carrying gear up to its carrying
capacity. The creature must be within 5 feet of
you when you cast this spell. If you would
arrive in a place already occupied by an object
or a creature, you and any creature traveling
with you each take 4d6 force damage, and the
spell fails to teleport you.
Page 2 (reverse)

Phantasmal Force (reverse)


outcomes from interacting with the
phantasm. For example, a target attempting to
walk across a phantasmal bridge that spans a
chasm falls once it steps onto the bridge. If the
target survives the fall, it still believes that the
bridge exists and comes up with some other
explanation for its fall—it was pushed, it
slipped, or a strong wind might have knocked
it off. An affected target is so convinced of the
phantasm's reality that it can even take
damage from the illusion. A phantasm created
to appear as a creature can attack the target.
Similarly, a phantasm created to appear as
fire, a pool of acid, or lava can burn the target.
Each round on your turn, the phantasm can
deal 1d6 psychic damage to the target if it is in
the phantasm's area or within 5 feet of the
phantasm, provided that the illusion is of a
creature or hazard that could logically deal
damage, such as by attacking. The target
perceives the damage as a type appropriate to
the illusion.

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