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Bard (6) Charlatan

CLASS & LEVEL BACKGROUND PLAYER NAME


Sian Windblade Human/Illuskan Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH Sarcasm and insults are my weapons of
14 +4 30 choice.

-2 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
I lie about almost everything, even when
there’s no good reason to.
7 PERSONALITY TRAITS

Hit Point Maximum 36


-2 Strength
DEXTERITY Freedom. Chains are meant to be

+6 Dexterity broken, as are those who would

+3 +1 Constitution
0 Intelligence
CURRENT HIT POINTS
forge them.
IDEALS

16 +1 Wisdom

+6 Charisma
A powerful person killed someone I
love. Some day soon, I’ll have my
CONSTITUTION SAVING THROWS revenge.
TEMPORARY HIT POINTS BONDS

+1 ●
+9 Acrobatics (Dex) Total 6d8 SUCCESSES I’m convinced that no one could ever fool me
the way I fool others.
13 +2 Animal Handling (Wis) FAILURES I can’t resist swindling people who are more
powerful than me.
+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
-1

0 ●
+9 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

11 ●
+4 Insight (Wis)
+6
Dancing Sword, Rapier 1d8 + 3 piercing
Number of
WISDOM
+4 Intimidation (Cha)
+1 Investigation (Int)
+1
Dancing Sword, Longsword 1d8 - 2 slashing
Attacks: 2
+2 Medicine (Wis) Rapier +1 +7 1d8 + 4 piercing

+1 +1 Nature (Int)
(additional

+4 Perception (Wis) - Rapier +2. +8,
13 ●
+6 Performance (Cha)
1d8 + 5 piercing features & traits
CHARISMA
+4 Persuasion (Cha)
+1 Religion (Int)
on last page)
+3 ●
+6 Sleight of Hand (Dex)
+4 Stealth (Dex)
16 +2 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

14 PASSIVE WISDOM (PERCEPTION)


CP Flute (1); Waterskin
(1); Candle (5);
Tool Proficiencies: Disguise Kit; SP Disguise Kit (1);
Flute; Forgery Kit; Lute; Viol Bedroll (1); Rations
EP (1 day) (5); Mithral
Weapon Proficiencies: Crossbow, Armor, Half plate
hand; Longsword; Rapier;
Shortsword; Simple GP
15 (1); Costume (2);
Forgery Kit (1);
Armor Proficiencies: Light; Medium PP Backpack (1);
Language Proficiencies: Common; Clothes, fine (1)
Elvish

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
21
AGE HEIGHT WEIGHT
Sian Windblade
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Bard Charisma 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Light Dispel Magic
Mage Hand Enemies Abound
Vicious Mockery Stinking Cloud

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Bane

Dissonant Whispers
4
Healing Word

Sleep
SPELLS KNOWN

2 3
Invisibility

Shatter

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

----------Bonus Actions----------
Bardic Inspiration. Inspire another creature with a 1d8 that it can, within the next 10 min., add to a
d20 roll (use 3 times/long rest).

Dancing Sword. Cause the sword to fly up to 30 ft. and attack.

Dancing Sword. Cause the sword to fly up to 30 ft. and attack.

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

-----------Other Traits------------
Blade Flourish. At 3rd level, whenever you take the Attack action on your turn, your walking speed
increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this
action hits a creature, you can use one of the following Blade Flourish options of your choice. You
can use only one Blade Flourish option per turn.

Defensive Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to
deal extra damage to the target you hit. The damage equals the number you roll on the Bardic
Inspiration die. You also add the number rolled to your AC until the start of your next turn.
Slashing Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal
extra damage to the target you hit and to any other creature of your choice that you can see within
5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
Mobile Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal
extra damage to the target you hit. The damage equals the number you roll on the Bardic
Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet
equal to the number you roll on that die. You can then immediately use your reaction to move up to
your walking speed to an unoccupied space within 5 feet of the target. .

Defensive Duelist. When you are wielding a finesse weapon with which you are proficient and
another creature hits you with a melee attack, you can use your reaction to add your proficiency
bonus to your AC for that attack, potentially causing the attack to miss you.

Dual Wielder. You master fighting with two weapons, gaining the following benefits.

Fighting Style. At 3rd level, choose one of the following options. You can't take a Fighting Style
option more than once, even if something in the game lets you choose again.

Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a
+2 bonus to damage rolls with that weapon.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier
to the damage of the second attack.

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

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

Master's Flourish. Whenever you use a Blade Flourish option, you can roll a d6 and use it instead
of expending a Bardic Inspiration die.

Song of Rest. With a song, you and friendly creatures gain 1d6 additional healing at the end of a
short rest.
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Level-1 enchantment Level-3 abjuration Level-1 enchantment


Bane Dispel Magic Dissonant Whispers
1 act. 30 ft V,S,M Conc, 1 min 1 act. 120 ft V,S Inst 1 act. 60 ft V Inst
Up to three creatures of your choice that you Choose one creature, object, or magical effect You whisper a discordant melody that only
can see within range must make Charisma within range. Any spell of 3rd level or lower one creature of your choice within range can
saving throws. Whenever a target that fails on the target ends. For each spell of 4th level hear, wracking it with terrible pain. The target
this saving throw makes an attack roll or a or higher on the target, make an ability check must make a Wisdom saving throw. On a
saving throw before the spell ends, the target using your spellcasting ability. The DC equals failed save, it takes 3d6 psychic damage and
must roll a d4 and subtract the number rolled 10 + the spell's level. On a successful check, the must immediately use its reaction, if available,
from the attack roll or saving throw. At Higher spell ends. At Higher Levels. When you cast to move as far as its speed allows away from
Levels. When you cast this spell using a spell this spell using a spell slot of 4th level or you. The creature doesn't move into obviously
slot of 2nd level or higher, you can target one higher, you automatically end the effects of a dangerous ground, such as a fire or a pit. On a
additional creature for each slot level above spell on the target if the spell's level is equal to successful save, the target takes half as much
1st. or less than the level of the spell slot you used. 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.

Bard DC 14 Mod +6 Bard DC 14 Mod +6 Bard DC 14 Mod +6

Level-3 enchantment Level-1 evocation Level-2 illusion


Enemies Abound Healing Word Invisibility
1 act. 120 ft V,S Conc. 1min 1 b.a. 60 ft V Inst 1 act. Touch V,S,M Conc, 1 hr
You reach into the mind of one creature you A creature of your choice that you can see A creature you touch becomes invisible until
can see and force it to make an Intelligence within range regains hit points equal to 1d4 + the spell ends. Anything the target is wearing
saving throw. A creature automatically your spellcasting ability modifier. This spell or carrying is invisible as long as it is on the
succeeds if it is immune to being frightened. has no effect on undead or constructs. At target's person. The spell ends for a target that
On a failed save, the target loses the ability to Higher Levels. When you cast this spell using a attacks or casts a spell. At Higher Levels.
distinguish friend from foe, regarding all spell slot of 2nd level or higher, the healing When you cast this spell using a spell slot of
creatures it can see as enemies until the spell increases by 1d4 for each slot level above 1st. 3rd level or higher, you can target one
ends. Each time the target takes damage, it can additional creature for each slot level above
repeat the saving throw, ending the effect on 2nd.
itself on a success. Whenever the affected
creature chooses another creature as a target,
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. lf an
enemy provokes an opportunity attack from
the affected creature, the creature must make
that attack if it is able to.

Bard DC 14 Mod +6 Bard DC 14 Mod +6 Bard DC 14 Mod +6

Evocation cantrip Conjuration cantrip Level-2 evocation


Light Mage Hand Shatter
1 act. Touch V,M 1 hr 1 act. 30 ft V,S 1 min 1 act. 60 ft V,S,M Inst
You touch one object that is no larger than 10 A spectral, floating hand appears at a point A sudden loud ringing noise, painfully
feet in any dimension. Until the spell ends, the you choose within range. The hand lasts for intense, erupts from a point of your choice
object sheds bright light in a 20-foot radius the duration or until you dismiss it as an within range. Each creature in a
and dim light for an additional 20 feet. The action. The hand vanishes if it is ever more 10-foot-radius sphere centered on that point
light can be colored as you like. Completely than 30 feet away from you or if you cast this must make a Constitution saving throw. A
covering the object with something opaque spell again. You can use your action to control creature takes 3d8 thunder damage on a failed
blocks the light. The spell ends if you cast it the hand. You can use the hand to manipulate save, or half as much damage on a successful
again or dismiss it as an action. If you target an object, open an unlocked door or container, one. A creature made of inorganic material
an object held or worn by a hostile creature, stow or retrieve an item from an open such as stone, crystal, or metal has
that creature must succeed on a Dexterity container, or pour the contents out of a vial. disadvantage on this saving throw. A
saving throw to avoid the spell. You can move the hand up to 30 feet each time nonmagical object that isn't being worn or
you use it. The hand can't attack, activate carried also takes the damage if it's in the
magic items, or carry more than 10 pounds. spell's area. At Higher Levels. When you cast
this spell using a spell slot of 3rd level or
higher, the damage increases by 1d8 for each
slot level above 2nd.

Bard DC 14 Mod +6 Bard DC 14 Mod +6 Bard DC 14 Mod +6


Page 1 (reverse)
Page 2

Level-1 enchantment Level-3 conjuration Enchantment cantrip


Sleep Stinking Cloud Vicious Mockery
1 act. 90 ft V,S,M 1 min 1 act. 90 ft V,S,M Conc, 1 min 1 act. 60 ft V Inst
This spell sends creatures into a magical You create a 20-foot-radius sphere of yellow, You unleash a string of insults laced with
slumber. Roll 5d8; the total is how many hit nauseating gas centered on a point within subtle enchantments at a creature you can see
points of creatures this spell can affect. range. The cloud spreads around corners, and within range. If the target can hear you
Creatures within 20 feet of a point you choose its area is heavily obscured. The cloud lingers (though it need not understand you), it must
within range are affected in ascending order of in the air for the duration. Each creature that succeed on a Wisdom saving throw or take
their current hit points (ignoring unconscious is completely within the cloud at the start of 1d4 psychic damage and have disadvantage
creatures). Starting with the creature that has its turn must make a Constitution saving on the next attack roll it makes before the end
the lowest current hit points, each creature throw against poison. On a failed save, the of its next turn. This spell's damage increases
affected by this spell falls unconscious until creature spends its action that turn retching by 1d4 when you reach 5th level (2d4), 11th
the spell ends, the sleeper takes damage, or and reeling. Creatures that don't need to level (3d4), and 17th level (4d4). (see PHB 285
someone uses an action to shake or slap the breathe or are immune to poison for more details)
sleeper awake. Subtract each creature's hit automatically succeed on this saving throw. A
points from the total before moving on to the moderate wind (at least 10 miles per hour)
creature with the next lowest hit points. A disperses the cloud after 4 rounds. A strong
creature's hit points must be equal to or less wind (at least 20 miles per hour) disperses it
than the remaining total for that creature to be after 1 round.
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.
Bard DC 14 Mod +6 Bard DC 14 Mod +6 Bard DC 14 Mod +6
Page 2 (reverse)

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