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C E

Bard 12 (College of Swords) 107,000


CLASS & LEVEL EXPERIENCE POINTS PLAYER NAME
Triton Guild Ar san
RACE/ANCESTRY/HERITAGE BACKGROUND CAMPAIGN or PLAYER ID

SPEED FEATURES, TRAITS & MORE


STR
+1 +4 PROFICIENCY
BONUS
ARMOR
CLASS Alignment: Lawful Good. I do what's right as
(AC) INITIATIVE expected by society to promote order and
13
SAVING THROWS
15 +4 30 . compassion for all.

Guild Ar san Background [PHB p. 132]


Armor Worn: chain shirt
+1 Strength Saves • Feature: Guild Membership.
DEX +6 Dexterity Saves * • Traits: Family in feud with a storm giant.
HIT POINTS HIT DICE
+2 +3 Cons tu on Saves
+0 Intelligence Saves
99 12d8
Emo onal about everything.
• Ideal: Puts people over ideals.
14 -1 Wisdom Saves • Bond: Won't work for the unworthy.
• Flaw: Doesn't pay staff well.
+9 Charisma Saves * DEATH SAVES: Success O O O Fail O O O
* Prof. bonus added
Triton Traits [VGtM p. 115]
CON SKILLS WEAPON & UNARMED ATTACKS
• Creature Type: Humanoid

+3 +4 Acroba cs (Dex) Extra A ack. When making an A ack ac on, you


may make two a acks rather than one.
• Age: 144 years old
• Medium Size (5' 4", 170 lbs.)
• Swim (30 . swimming speed)
16 +1 Animal Handling (Wis)
• Amphibious (breathe air and water)
+4 Arcana (Int) *
Shortsword. Melee Weapon A ack: +6 to • Control Air And Water (once between long
+3 Athle cs (Str)
hit, reach 5 . Hit: 1d6+2 piercing rests, cast either Fog Cloud, Gust Of Wind
+7 Decep on (Cha)
INT damage. or Wall Of Water spell, Charisma as
+6 History (Int) **
+0 +3 Insight (Wis) * Scimitar. Melee Weapon A ack: +6 to hit, reach
spellcas ng ability)
• Emissary Of The Sea (talk to animals that
breathe water)
10 +7 In mida on (Cha) 5 . Hit: 1d6+2 slashing damage.
• Guardians Of The Depths (resistence to
+2 Inves ga on (Int)
+1 Medicine (Wis) Hand Crossbow Ranged Weapon A ack: +6 to cold damage [half damage], ignore
hit. Hit: 1d6+2 piercing damage. (Normal drawbacks of extreme underwater
+2 Nature (Int) range to 30 .; disadvantage long range 31 to
WIS depths)
+1 Percep on (Wis) 120 . Reloading limits to only one a ack per
-1 +13 Performance (Cha) ** round regardless of extra a acks.) Bard Class Features
[PHB p. 41, XGtE p. 15]
8 +13 Persuasion (Cha) **
MAGIC, FEATS & SPECIAL ATTACKS • Ritual Cas ng
+2 Religion (Int)
+6 Sleight of Hand (Dex) * Figh ng Style: Two-Weapon Figh ng. Add • Bardic Inspira on (d10) (5 uses per day)
ability modifier to damage of second • Jack of All Trades (non-prof. bonus)
+10 Stealth (Dex) ** weapon's hits. • Song of Rest (+1d8 hp/rest)
CHA
+1 Survival (Wis) • Blade Flourish (trade Bardic Inspira on for
+5 Vicious Mockery Cantrip. Ranged Spell A ack:
Target within 60 feet that can hear you must
extra speed, effects when a ack hits)
• Exper se (prof. noted with **)
20 * Prof. bonus added
make a DC 17 Wisdom saving throw or take • Font of Inspira on (short rest resets)
3d4 psychic damage and have disadvantage
11 PASSIVE WISDOM
(PERCEPTION) on next a ack made before the end of its
• Countercharm (adv. fear, charm)
next turn. (No damage if made save.) • Extra A ack (2/a ack)
• Magical Secrets (added spells)
PROFICIENCIES & LANGUAGES EQUIPMENT & TREASURE
Armor: light armor, medium armor, shields
Carried Gear [PHB, p. 143]: chain shirt (AC 13),
Weapons: simple weapons, mar al weapons, rapier, shortsword, hand crossbow and 20 bolts,
hand crossbow, longsword, rapier, dagger, diplomat's pack (chest, 2 cases for
scimitar, shortsword papers, set of fine clothes, ink bo le, ink pen,
Tools: musical instrument (bagpipes), musical lamp, 2 flasks of oil, 5 paper sheets, perfume
vial, sealing wax, soap), po er's tools (clay
instrument (drum), musical instrument
cu ers, kiln molds, glazes, etc.), belt pouch, set
(lute), po er's tools
of common clothes, set of traveler's clothes, a
Saving Throws: Dexterity, Charisma le er of introduc on from your guild. (This load
Skills: Arcana, Insight, Performance, is about 104 lbs.; add 1 lb. per 50 coins carried.)
Persuasion, Sleight of Hand, Stealth
Coins & Gems: 6,763 gold pieces (gp); 22 silver
Languages: Common, Aquan, Primodial pieces (sp); 40 copper pieces (cp); 4 gems (worth
100 gp each)

MAGIC SPELLS ENCUMBRANCE


Spellcas ng [PHB p. 201] Li ing & Carrying: 195 lbs. max. carrying
capacity; 390 lbs. pushing or dragging
(speed -5 .); 390 lbs. max. li .
Spell A ack Modifier +9
Spell Save DC 17

Cantrips Known: Friends, Minor Illusion,


Pres digita on, Vicious Mockery

Prepared Spells
1st Level (4 slots): Hex*, Detect Magic, Cure
Wounds, Charm Person
2nd Level (3 slots): Hold Person, Phantasmal
Force
3rd Level (3 slots): Fireball*, Fear,
Clairvoyance, Dispel Magic
4th Level (3 slots): Fireball*, Dominate
Beast*, Charm Monster, Confusion
5th Level (2 slots): Legend Lore, Dominate
Person, Hold Monster
6th Level (1 slot): Disintegrate*,
Programmed Illusion, True Seeing

* Spell is always prepared and does not


count against number of prepared spells.

PLAYING THE GAME ACTIONS (1 per turn) MOVEMENTS (limited by Speed)


• The Dungeon Master (DM) describes a • A ack: Roll to hit, melee or ranged. Some • Move: Distance equal to Speed.
scene and players take turns describing classes and creatures make extra a acks • Crawl, Climb, Swim, Squeeze, Move Across
their characters' responses. at higher levels with this ac on. Difficult Terrain or Move While
• For ability checks, saving throws, and a ack • Cast Spell: If cas ng me 1 ac on. Grappling: "Half speed," uses up 10 . of
rolls, roll 1d20 + one ability modifier + • Dash: Double Speed this turn. Speed per 5 . distance.
proficiency bonus (if proficient in task). • Disengage: Avoiding all opportunity a acks • Drop Prone: No cost to Speed.
The higher the total, the be er the effort. while moving; "defensive retreat." • Stand Up: From Prone posi on/condi on,
The DM tracks minimum totals needed • Dodge: Give a ackers disadvantage. costs half Speed that turn.
for successful results. • Escape: Try to break free from grapple. • Take Cover: At end of move, half cover
• For ini a ve rolls, roll 1d20 + Ini a ve • Grapple: Special melee a ack. gives +2 to Armor Class and Dexterity
(Dex) modifier. Higher totals act before • Help: Give an ally advantage on one ability saving throws; three-quarter cover gives
lower totals in the same 6-second round. check or a ack roll. +5 AC and Dex saves.
• During a turn, a character or creature may • Hide: Stealth allowed only if unobserved.
do 1 movement, 1 ac on and up to 1 • Ready: Plan to take ac on as reac on REACTIONS (1 between turns)
bonus ac on. Between turns, do up to 1 when trigger occurs. • Cast Spell: If cas ng me 1 reac on.
reac on. • Search: Percep on or Inves ga on check. • Opportunity A ack: May make one a ack
• Advantage: Roll two d20s and use the • Shove: Special melee a ack. if enemy moves out of reach.
higher result. Disadvantage: Roll two d20s • Stabilze: DC 10 Medicine check to aid 0 • Readied Ac on: A er trigger occurs, else
and use the lower result. h.p. dying creature; automa c success if ac on wasted.
• On a ack rolls only, a "natural 20" is always using healer's kit.
a cri cal hit, while a "natural 1" is always • Use Object: Pick a lock, ac vate magical FREE ACTIONS
• Concentra on (Maintain A Spell): Ends if
a miss. item, cover a hooded lantern, etc.
caster starts another concentra on spell,
• Saving throws are rolled as needed at any • Use Po on: Drink or administer.
or the caster is incapacitated, stunned,
me due to a acks, spells, or hazzards. • Use Shield: Equip or drop a shield.
• A character may die if failing three death unconscious, or killed. If caster takes
saves while at 0 hit points, gaining 6 BONUS ACTIONS (up to 1 per turn) damage, a Cons tu on saving throw is
• O and A ack: If doing A ack as ac on, needed to avoid immediately ending
levels of exhaus on, or suffering certain
may make one a ack this turn if light spell. DC is equal to 10 or half damage
deadly spells and hazzards.
weapon in other hand. taken, whichever is greater. Each hit
• Specific traits, features, spells, and magic
items may create excep ons to any rules. • Cast Spell: If cas ng me 1 bonus ac on. needs a separate saving throw check.
• Interac ng With An Object: Generally part
of another Movement or Ac on.
Examples: Draw one weapon, drop a held
object, or open an unlocked door.

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Page number references...

[PHB] = Dungeons & Dragons Player's Handbook (5th edition) by Mike Mearls and Jeremy Crawford, published Aug. 19, 2014, by Wizards of
the Coast (ISBN-10: 0786965606; ISBN-13: 978-0786965601).
[DMG] = Dungeons & Dragons Dungeon Master's Guide (5th edition) by Mike Mearls and Jeremy Crawford, published Dec. 9, 2014, by Wizards
of the Coast (ISBN-10: 9780786965625; ISBN-13: 978-0786965625).
[MM] = Dungeons & Dragons Monster Manual (5th edition) by Mike Mearls and Jeremy Crawford, published Sept. 30 2014, by Wizards of the
Coast (ISBN-10: 0786965614; ISBN-13: 978-0786965618).
[ERftLW] = Eberron: Rising from the Last War by Jeremy Crawford, James Wyatt and Keith Baker, published Nov. 19, 2019, by Wizards of the
Coast (ISBN-10: 0786966890; ISBN-13: 978-0786966899).
[GGtR] = Guildmasters' Guide To Ravnica by James Wyatt, Jeremy Crawford, published Nov. 20, 2018, by Wizards of the Coast (ISBN-10:
0786966599; ISBN-13: 978-0786966592).
[MOoT] = Mythic Odysseys of Theros by F. Wesley Schneider, James Wyatt, published July 21, 2020, by Wizards of the Coast (ISBN-10:
0786967013; ISBN-13: 978-0786967018).
[MToF] = Mordenkainen's Tome Of Foes by Mike Mearls and Jeremy Crawford, published May 29, 2018, by Wizards of the Coast (ISBN-10:
0786966246; ISBN-13: 978-0786966240).

[MotM] = Monsters of the Multiverse by Jeremy Crawford and team, published May 17, 2022, by Wizards of the Coast (ISBN-13: 978-
0786967872).
[SJAiS] = Spelljammer: Adventures in Space by Jeremy Crawford and team, published Aug. 16, 2022, by Wizards of the Coast (ISBN-10:
0786968168; ISBN-13: 978-0786968169).
[TCoE] = Tasha's Cauldron of Everything, published Nov. 17, 2020, by Wizards of the Coast (ISBN-10: 0786967021; ISBN-13: 978-
0786967025).
[VRGtR] = Van Richten's Guide To Ravenloft by F. Wesley Schneider and others, published May 18, 2021, by Wizards of the Coast (ISBN-10:
0786967250; ISBN-13: 978-0786967254).
[VGtM] = Volo's Guide To Monsters by Mike Mearls, published Nov. 15, 2016, by Wizards of the Coast (ISBN-10: 0786966017; ISBN-13: 978-
0786966011).
[WBtW] = The Wild Beyond The Witchlight by Chris Perkins and team, published Nov. 15, 2016, by Wizards of the Coast (ISBN-13: 978-
0786967278).
[XGtE] = Xanathar's Guide to Everything by Mike Mearls and Jeremy Crawford, published Nov. 21, 2017, by Wizards of the Coast (ISBN-10:
0786966114; ISBN-13: 978-0786966110).

Books are available from a gaming store near you.

HEY CRITTERS! CRITICAL ROLE SOURCEBOOKS


[TDCS] = Critical Role: Tal'Dorei Campaign Setting by Matthew Mercer, published Oct. 17, 2017, by Green Ronin Publishing (ISBN-10:
1934547840; ISBN-13: 978-1934547847).
[EGtW] = Explorer's Guide to Wildemount by Matthew Mercer, published March 17, 2020, by Wizards of the Coast (ISBN-10: 0786966912;
ISBN-13: 978-0786966912).
[Gunslinger] = Gunslinger Martial Archetype for Fighters by Matthew Mercer, from https://www.dmsguild.com/product/170778/Gunslinger-
Martial-Archetype-for-Fighters
[Blood Hunter] = Blood Hunter Class for D&D 5e (2020) by Matthew Mercer, from https://www.dmsguild.com/product/301641/Blood-Hunter-
Class-for-DD-5e-2020

[Maestro] = College of the Maestro - Bard College Option by Matthew Mercer, from https://www.dmsguild.com/product/183630/College-of-
the-Maestro--Bard-College-Option

DOWNLOADS
[Basic Rules] = Dungeons & Dragons Basic Rules, available for download from https://dnd.wizards.com/articles/features/basicrules
[EEPG] = Elemental Evil Player's Companion, available for download from https://dnd.wizards.com/products/tabletop-games/rpg-
products/player's-companion
[UA Feb. 2015] = Unearthed Arcana: Eberron (v.1), available for download from https://dnd.wizards.com/articles/unearthed-
arcana/unearthed-arcana-eberron
[UA May 2015] = Unearthed Arcana: Waterborne Adventures, available for download from https://dnd.wizards.com/articles/unearthed-
arcana/unearthed-arcana-waterborne-adventures
[UA August 2015] = Unearthed Arcana: Modern Magic, available for download from https://dnd.wizards.com/articles/unearthed-
arcana/modern-magic. This site also uses Dan Helmick's My New D20 Modern Campaign conversion notes from his 2015 website article on
Wizards.com.
[UA May 2018] = Unearthed Arcana: Centaurs And Minotaurs, available for download from https://dnd.wizards.com/articles/unearthed-
arcana/centaurs-and-minotaurs
[UA March 2021] = Unearthed Arcana: Folk Of The Feywild, available for download from
https://dnd.wizards.com/articles/unearthedarcana/folk_feywild
[UA Oct. 2021] = Unearthed Arcana: Travelers Of The Multiverse, available for download from https://dnd.wizards.com/articles/unearthed-
arcana/travelers-multiverse
[TP] = The Tortle Package, see https://dnd.wizards.com/products/tabletop-games/digital-only-rpg-products/tortle-package

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