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College of whisper Bard 1 Secret Identity

CLASS & LEVEL BACKGROUND PLAYER NAME


Avve Accary
variant Lawful Evil 10
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION

STRENGTH 12 1 30 Flattery is best way to direct attention

-1 2 PROFICIENCY BONUS
I move from place to place

8 PERSONALITY TRAITS
Hit Point Maximum 10
-1 Strength

DEXTERITY 3 Dexterity Secretive

1 2 Constitution CURRENT HIT POINTS

1 Intelligence

13 0 Wisdom
IDEALS
5 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS
My secret identity is the only thing

2 1 Acrobatics (Dex)
1 protecting me from the Arena. I will stop at
nothing to maintain it.

15 0 Animal Handling (…
BONDS
1 Arcana (Int)

NTELLIGENCE
-1 Athletics (Str)

1
5 Deception (Cha) NAME ATK DAMAGE/TYPE I've been lying so often and for so long that
I can't help it anymore. I frequently lie for
1 History (Int) Vicious Mock… DC13 1d4 Psychic
no reason at all.
12 0 Insight (Wis)
Rapier +3 1d8+1 Piercing
5 Intimidation (Cha) FLAWS
1 Investigation (Int)
WISDOM Cure Wounds 1d8+3 Healing

0
0 Medicine (Wis)
1 Nature (Int) Dagger +3 1d4+1 Piercing Equipment
0 Perception (Wis)
10 Thunderwave DC13 2d8 Thunder
Feats
5 Performance (Cha) Bardic Inspiration
5 Persuasion (Cha) Sleep 5d8 Hit Point…
CHARISMA
Ritual Casting
1 Religion (Int)

3 1
3
Sleight of Hand (…
Stealth (Dex)
ATTACKS & SPELLCASTING FEATURES & TRAITS

17 10 10 10 5 10
0 Survival (Wis) CP SP EP GP PP

SKILLS

5 Rations

10 PASSIVE WISDOM (PERCEPTION) 1 Dagger


1 Leather Armor
1 Entertainer's Pack
TOOL: Bagpipes, Disguise Kit, Drum, Forgery 1 Bedroll
Kit, Lute 5 Candle
LANGUAGE: Abyssal, Common 2 costume
ARMOR: Light Armor
EQUIPMENT
WEAPON: Hand Crossbow, Longsword, Rapier,
Shortsword, Simple weapons

OTHER PROFICIENCIES & LANGUAGES


NAME ATK DAMAGE/TYPE Total: 3 Total:
CP SP EP GP PP
3 10
BARDIC INSPIRATION
1 Waterskin
1 Rapier
1 Lute Total: Total:
1 Backpack
ATTACKS & SPELLCASTING 1 Disguise kit

Total: Total:

EQUIPMENT
CHARISMA 13 5

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

Vicious Mockery

Minor Illusion
4 0 7 0
Message

Mage Hand

5 0 8 0

1 2

Disguise Self
9 0
Cure Wounds

Sleep

Thunderwave

2 0
FEATURES & TRAITS
Equipment Bardic Inspiration
Disguise kit, forgery kit, a set of common You can inspire others through stirring words Ritual Casting
clothes or music. To do so, you use a bonus action on You can cast any bard spell you know as a
your turn to choose one creature other than ritual if that spell has the ritual tag.
Feats yourself within 60 feet of you who can hear
Actor you. That creature gains one Bardic
Skilled at mimicry and dramatics, you gain the Inspiration die, a d6.
following benefits: Once within the next 10 minutes, the creature
can roll the die and add the number rolled to
Increase your Charisma score by 1, to a one ability check, attack roll, or saving throw it
maximum of 20. makes. The creature can wait until after it rolls
You have an advantage on Charisma the d20 before deciding to use the Bardic
(Deception) and Charisma (Performance) Inspiration die, but must decide before the DM
checks when trying to pass yourself off as a says whether the roll succeeds or fails. Once
different person. the Bardic Inspiration die is rolled, it is lost. A
You can mimic the speech of another person creature can have only one Bardic Inspiration
or the sounds made by other creatures. You die at a time.
must have heard the person speaking, or You can use this feature a number of times
heard the creature make the sound, for at equal to your Charisma modifier (a minimum
least 1 minute. A successful Wisdom (Insight) of once). You regain any expended uses when
check contested by your Charisma you finish a long rest.
(Deception) check allows a listener to Your Bardic Inspiration die changes when you
determine that the effect is faked. reach certain levels in this class. The die
becomes a d8 at 5th level, a d10 at 10th level,
and a d12 at 15th level.
SPELLS
Vicious Mockery Message Disguise Self
enchantment cantrip transmutation cantrip illusion 1
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 120 feet Range: Self
Target: A creature you can see and that can Target: A creature within range Target: Self
hear you within range Components: V S M Components: V S M
Components: V S M Duration: 1 round Duration: 1 hour
Duration: Instantaneous Description: Description:
Description: You point your finger toward a creature within You make yourself—including your clothing,
You unleash a string of insults laced with range and whisper a message. The target armor, weapons, and other belongings on
subtle enchantments at a creature you can (and only the target) hears the message and your person—look different until the spell ends
see within range. If the target can hear you can reply in a whisper that only you can hear. or until you use your action to dismiss it. You
(though it need not understand you), it must <br />You can cast this spell through solid can seem 1 foot shorter or taller and can
succeed on a Wisdom saving throw or take objects if you are familiar with the target and appear thin, fat, or in between. You can’t
1d4 psychic damage and have disadvantage know it is beyond the barrier. Magical silence, change your body type, so you must adopt a
on the next attack roll it makes before the end 1 foot of stone, 1 inch of common metal, a thin form that has the same basic arrangement of
of its next turn. sheet of lead, or 3 feet of wood blocks the limbs. Otherwise, the extent of the illusion is
spell. The spell doesn’t have to follow a up to you.<br />The changes wrought by this
Minor Illusion straight line and can travel freely around spell fail to hold up to physical inspection. For
illusion cantrip corners or through openings. example, if you use this spell to add a hat to
Casting Time: 1 action your outfit, objects pass through the hat, and
Range: 30 feet Mage Hand anyone who touches it would feel nothing or
Target: See text conjuration cantrip would feel your head and hair. If you use this
Components: V S M Casting Time: 1 action spell to appear thinner than you are, the hand
Duration: 1 minute Range: 30 feet of someone who reaches out to touch you
Description: Target: A point you choose within range would bump into you while it was seemingly
You create a sound or an image of an object Components: V S M still in midair.<br />To discern that you are
within range that lasts for the duration. The Duration: 1 minute disguised, a creature can use its action to
illusion also ends if you dismiss it as an action Description: inspect your appearance and must succeed
or cast this spell again.<br />If you create a A spectral, floating hand appears at a point on an Intelligence (Investigation) check
sound, its volume can range from a whisper to you choose within range. The hand lasts for against your spell save DC.
a scream. It can be your voice, someone the duration or until you dismiss it as an
else’s voice, a lion’s roar, a beating of drums, action. The hand vanishes if it is ever more Cure Wounds
or any other sound you choose. The sound than 30 feet away from you or if you cast this evocation 1
continues unabated throughout the duration, spell again.<br />You can use your action to Casting Time: 1 action
or you can make discrete sounds at different control the hand. You can use the hand to Range: Touch
times before the spell ends.<br />If you create manipulate an object, open an unlocked door Target: A creature you touch
an image of an object—such as a chair, or container, stow or retrieve an item from an Components: V S M
muddy footprints, or a small chest—it must be open container, or pour the contents out of a Duration: Instantaneous
no larger than a 5-foot cube. The image can’t vial. You can move the hand up to 30 feet Description:
create sound, light, smell, or any other each time you use it.<br />The hand can’t A creature you touch regains a number of hit
sensory effect. Physical interaction with the attack, activate magic items, or carry more points equal to 1d8 + your spellcasting ability
image reveals it to be an illusion, because than 10 pounds. modifier. This spell has no effect on undead or
things can pass through it.<br />If a creature constructs.
uses its action to examine the sound or At Higher Levels: When you cast this spell
image, the creature can determine that it is an using a spell slot of 2nd level or higher, the
illusion with a successful Intelligence Healing increases by 1d8 for each slot level
(Investigation) check against your spell save above 1st.
DC. If a creature discerns the illusion for what
it is, the illusion becomes faint to the creature.
Sleep
enchantment 1 Thunderwave
Casting Time: 1 action evocation 1
Range: 90 feet Casting Time: 1 action
Target: Creatures within 20 feet of a point you Range: Self (15-foot cube)
choose within range (in ascending order of Target: Self (15-foot cube)
their current hit points, ignoring unconscious Components: V S M
creatures) Duration: Instantaneous
Components: V S M Description:
Duration: 1 minute A wave of thunderous force sweeps out from
Description: you. Each creature in a 15-foot cube
This spell sends creatures into a magical originating from you must make a Constitution
slumber. Roll 5d8; the total is how many hit saving throw. On a failed save, a creature
points of creatures this spell can affect. takes 2d8 thunder damage and is pushed 10
Creatures within 20 feet of a point you choose feet away from you. On a successful save, the
within range are affected in ascending order of creature takes half as much damage and isn’t
their current hit points (ignoring unconscious pushed. In addition, unsecured objects that
creatures). Starting with the creature that has are completely within the area of effect are
the lowest current hit points, each creature automatically pushed 10 feet away from you
affected by this spell falls unconscious until by the spell’s effect, and the spell emits a
the spell ends, the sleeper takes damage, or thunderous boom audible out to 300 feet.
someone uses an action to shake or slap the At Higher Levels: When you cast this spell
sleeper awake. Subtract each creature’s hit using a spell slot of 2nd level or higher, the
points from the total before moving on to the damage increases by 1d8 for each slot level
creature with the next lowest hit points. A above 1st.
creature’s hit points must be equal to or less
than the remaining total for that creature to be
affected. Undead and creatures immune to
being charmed aren’t affected by this spell.
At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, roll an
additional 2d8 for each slot level above 1st.

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