Level 1 Tiefling Bard                                                                                            0
CHARACTER LEVEL, RACE, & CLASS                                                                          EXPERIENCE
                                                       Lora
                                                                                                       Folk Hero                                                                                                 Player One
                 CHARACTER NAME                                                                        BACKGROUND                                                ALIGNMENT    DEITY                           PLAYER NAME
                                                                                                                                STEALTH DISADVANTAGE
                                                                                   ARMOR                                                                                Darkvision. You can see in dim light within 60 feet
   STRENGTH                                                                         Studded Leather                                                        14           of you as if it were bright light, and in darkness as if
                                                                                                                                                                        it were dim light.
                             PROFICIENCY BONUS                         +2
     10
                                                                                   SHIELD
                                                                                                                                                              AC
                                                                                                                                                                        Bardic Inspiration (Bonus Action—5/Long Rest).
                                  N
                               CIE C
                                                                                                                                                                        Inspire one creature other than yourself within 60
                                                +0 Strength                                                                                                             feet of you who can hear you. It gains one Bardic
                                       Y
                           PROFI
          +0                                                                                                                                                            Inspiration die, a d6.Once within the next 10
                                   ✘            +4 Dexterity
                                                                                                                                                                        minutes, the creature can roll the die and add the
                                                +1 Constitution                                                ARMOR CLASS                                              number rolled to one ability check, attack roll, or
   DEXTERITY
                                                +0 Intelligence
                                                                                                                                                                        saving throw it makes.
                                                                                   MAXIMUM                           HIT DICE                          TEMPORARY
     14                            ✘
                                                -1 Wisdom
                                                +7 Charisma
                                                                                        9                               1d8
                            CONDITIONAL
          +2
                                                                                                         CURRENT HIT POINTS
 CONSTITUTION                                                                                                      DEATH SAVING THROWS
                                                  SAVING THROWS
     13                           N
                               CIE C
                                                +2 Acrobatics (Dex)
                                                                                   SPEED
                                                                                      30ft.
                                                                                                      FLY
                                                                                                            0ft.
                                                                                                                              CLIMB
                                                                                                                                     0ft.
                                                                                                                                                       SWIM
                                                                                                                                                          0ft.
                                       Y
                           PROFI
                                           RT
                                   EXPE
                                   ✘            +1 Animal Handling (Wis)           VISION                                     INSPIRATION              EXHAUSTION
          +1                                    +0 Arcana (Int)                              Darkvision
                                                +0 Athletics (Str)                  Resistances. Fire
 INTELLIGENCE                                   +5 Deception (Cha)
     10                                         +0 History (Int)
                                                -1 Insight (Wis)
                                   ✘            +7 Intimidation (Cha)                              SPEED, SENSES, & CONDITIONS
          +0                                    +0 Investigation (Int)
                                                -1 Medicine (Wis)                  Hellish Resistance. You have resistance to fire
    WISDOM
                                                                                   damage.
                                                +0 Nature (Int)
          8                                     -1 Perception (Wis)                Infernal Legacy. You know the thaumaturgy
                                                                                   cantrip. (Charisma)
                                   ✘            +7 Performance (Cha)
                                   ✘            +7 Persuasion (Cha)
          -1                                    +0 Religion (Int)
                                                +2 Sleight of Hand (Dex)
   CHARISMA                                     +2 Stealth (Dex)
     20                            ✘            +1 Survival (Wis)
                                                        SKILLS
          +5                       9                PASSIVE PERCEPTION
          ADVANTAGE
INITIATIVE            +2                   1 Attack / Attack Action                                           RACIAL TRAITS
NAME                                                                 RANGE         ATTACK                DAMAGE / TYPE
Rapier                                                                5 ft         +4 vs AC               1d8+2 piercing
Finesse
                                                                                                                                                                                         FEATURES & TRAITS
                                                                                                                                                                        Armor Proficiencies. Light Armor
                                                                                                                                                                        Weapon Proficiencies. Simple Weapons, Crossbow,
                                                                                                                                                                        Hand, Longsword, Rapier, Shortsword
                                                                                                                                                                        Tool Proficiencies. Vehicles land, Lute, Drum,
                                                                                                                                                                        Brewer’s supplies, Flute
                                                                                                                                                                        Languages. Common, Infernal
                                                                     ATTACKS & SPELLCASTING                                                                                           PROFICIENCIES & LANGUAGES
                                                                                           This character sheet was generated by the Aurora Builder.
                                                                                          Male                                                                    4'9"            110 lb.
                                                                                          GENDER                               AGE                                HEIGHT          WEIGHT
                                   Lora
          CHARACTER NAME                                                                  EYES                                           SKIN                              HAIR
                                                                                                                                                                   NAME
                                                                                                                                                                             SYMBOL
                CHARACTER PORTRAIT                                                            ALLIES & ORGANIZATIONS
                                                                        You come from a humble social rank, but you are destined for so much more. Already the people of your home village
                                                                        regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the
                                                                        common folk everywhere.
I’m confident in my own abilities and do what I can
to instill confidence in others.
Thinking is for other people. I prefer action.
                 PERSONALITY TRAITS
Freedom. Tyrants must not be allowed to oppress
the people. (Chaotic)
                         IDEAL
My tools are symbols of my past life, and I carry
them so that I will never forget my roots.
                        BOND
I have a weakness for the vices of the city, especially
hard drink.
                         FLAW                                                                                                            BACKGROUND STORY
                 Rustic Hospitality
Since you come from the ranks of the common folk,
you fit in among them with ease. You can find a
place to hide, rest, or recuperate among other
commoners, unless you have shown yourself to be a
danger to them. They will shield you from the law or
anyone else searching for you, though they will not
risk their lives for you.
                BACKGROUND FEATURE
                        TRINKET
                                                                                                                                        ADDITIONAL FEATURES
                                                          This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR                            #    lb     MAGIC ITEMS                                                    #    lb
[Rapier]                                     1   2
[Studded Leather]                            1   13
                                                                            ATTUNED MAGIC ITEMS          0       /      3
                                                        VALUABLES — GEMS, ART OBJECTS, TRADE GOODS                     #    lb
                                                          COPPER         SILVER        ELECTRUM        GOLD          PLATINUM
                                                             0              0              0             0              0
                                                        ENCUMBRANCE — LIFTING AND CARRYING
                                                         WEIGHT CARRIED           CARRY CAPACITY              PUSH, DRAG, LIFT
                                                              15 lb         /        150 lb                      300 lb
                    INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT
                                         ADDITIONAL TREASURE                                                                                       INVENTORY — ITEM DESCRIPTIONS & NOTES
                         #1                                                               #2
STORED ITEM                                 #    lb.    STORED ITEM                                                    #    lb.
                                             STORED ITEMS                                                                                                 QUEST ITEMS & TRINKETS
                                           This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
                                                                Charisma                  +7                            15           N/A
                                                            SPELLCASTING ABILITY   SPELL ATTACK BONUS        SAVING THROW DC   SPELLS TO PREPARE
                               Bard
CANTRIPS                                   Dancing Lights                                               Vicious Mockery
1ST LEVEL   2 SPELL SLOTS                  Cure Wounds                                                  Disguise Self
 Dissonant Whispers                        Faerie Fire
                                                            SPELLCASTING ABILITY   SPELL ATTACK BONUS        SAVING THROW DC   SPELLS TO PREPARE
                            Other Spells
CANTRIPS                                   Thaumaturgy (Tiefling)
                          Dancing Lights                                                                       Thaumaturgy                                                         Vicious Mockery
                              Evocation Cantrip                                                                Transmutation Cantrip                                                  Enchantment Cantrip
   CASTING TIME       1 action                                                      CASTING TIME        1 action                                              CASTING TIME        1 action
      RANGE           120 feet                                                          RANGE           30 feet                                                   RANGE           60 feet
    DURATION          Concentration, up to 1 minute                                   DURATION          Up to 1 minute                                          DURATION          Instantaneous
  COMPONENTS          V, S, M (a bit of phosphorous or wychwood, or a glowworm)     COMPONENTS          V                                                     COMPONENTS          V
You create up to four torch-sized lights within range, making them                You manifest a minor wonder, a sign of supernatural power, within         You unleash a string of insults laced with subtle enchantments at a
appear as torches, lanterns, or glowing orbs that hover in the air for            range. You create one of the following magical effects within range:      creature you can see within range. If the target can hear you (thought
the duration. You can also combine the four lights into one glowing                 • Your voice booms up to three times as loud as normal for 1            it need not understand you), it must succeed on a Wisdom saving
vaguely humanoid form of Medium size. Whichever form you choose,                  minute.                                                                   throw or take 1d4 psychic damage and have disadvantage on the
each light sheds dim light in a 10-foot radius. As a bonus action on                • You cause flames to flicker, brighten, dim, or change color for 1     next attack roll it makes before the end of its next turn. This spell’s
your turn, you can move the lights up to 60 feet to a new spot within             minute.                                                                   damage increases by 1d4 when you reach 5th level (2d4), 11th level
range. A light must be within 20 feet of another light created by this              • You cause harmless tremors in the ground for 1 minute.                (3d4) and 17th level (4d4)
spell, and a light winks out if it exceeds the spell’s range.                       • You create an instantaneous sound that originates from a point
                                                                                  of your choice within range, such as a rumble of thunder, the cry of a
                                                                                  raven, or ominous whispers.
                                                                                    • You instantaneously cause an unlocked door or window to fly
                                                                                  open or slam shut.
                                                                                    • You alter the appearance of your eyes for 1 minute. If you cast
                                                                                  this spell multiple times, you can have up to three of its 1-minute
                                                                                  effects active at a time, and you can dismiss such an effect as an
                                                                                  action.
Spellcasting (Bard)                                        Player’s Handbook      Infernal Legacy (Tiefling)                           Player’s Handbook    Spellcasting (Bard)                                Player’s Handbook
                          Cure Wounds                                                                          Disguise Self                                                  Dissonant Whispers
                             1st-level evocation                                                                  1st-level illusion                                                  1st-level enchantment
   CASTING TIME       1 action                                                      CASTING TIME        1 action                                              CASTING TIME        1 action
      RANGE           Touch                                                             RANGE           Self                                                      RANGE           60 feet
    DURATION          Instantaneous                                                   DURATION          1 hour                                                  DURATION          Instantaneous
  COMPONENTS          V, S                                                          COMPONENTS          V, S                                                  COMPONENTS          V
A creature you touch regains a number of hit points equal to 1d8 +                You make yourself—including your clothing, armor, weapons, and            You whisper a discordant melody that only one creature of your
your spellcasting ability modifier. This spell has no effect on undead            other belongings on your person—look different until the spell ends       choice within range can hear, wracking it with terrible pain. The
or constructs.                                                                    or until you use your action to dismiss it. You can seem 1 foot shorter   target must make a Wisdom saving throw. On a failed save, it takes
  At Higher Levels. When you cast this spell using a spell slot of 2nd            or taller and can appear thin, fat, or in between. You can’t change       3d6 psychic damage and must immediately use its reaction , if
level or higher, the healing increases by 1d8 for each slot level above           your body type, so you must adopt a form that has the same basic          available, to move as far as its speed allows away from you. The
1st.                                                                              arrangement of limbs. Otherwise, the extent of the illusion is up to      creature doesn’t move into obviously dangerous ground, such as a
                                                                                  you.                                                                      fire or a pit. On a successful save, the target takes half as much
                                                                                     The changes wrought by this spell fail to hold up to physical          damage and doesn’t have to move away. A deafened creature
                                                                                  inspection. For example, if you use this spell to add a hat to your       automatically succeeds on the save.
                                                                                  outfit, objects pass through the hat, and anyone who touches it              At Higher Levels. When you cast this spell using a spell slot of 2nd
                                                                                  would feel nothing or would feel your head and hair. If you use this      level or higher, the damage increases by 1d6 for each slot level above
                                                                                  spell to appear thinner than you are, the hand of someone who             1st.
                                                                                  reaches out to touch you would bump into you while it was
                                                                                  seemingly still in midair.
                                                                                     To discern that you are disguised, a creature can use its action to
                                                                                  inspect your appearance and must succeed on an Intelligence
                                                                                  (Investigation) check against your spell save DC.
Spellcasting (Bard)                                        Player’s Handbook      Spellcasting (Bard)                                  Player’s Handbook    Spellcasting (Bard)                                Player’s Handbook
                              Faerie Fire
                             1st-level evocation
   CASTING TIME       1 action
      RANGE           60 feet
    DURATION          Concentration, up to 1 minute
  COMPONENTS          V
Each object in a 20-foot cube within range is outlined in blue, green,
or violet light (your choice). Any creature in the area when the spell is
cast is also outlined in light if it fails a Dexterity saving throw. For the
duration, objects and affected creatures shed dim light in a 10-foot
radius.
   Any attack roll against an affected creature or object has advantage
if the attacker can see it, and the affected creature or object can’t
benefit from being invisible.
Spellcasting (Bard)                                        Player’s Handbook
                          Rapier
                     Martial Melee Weapon
     RANGE    5 ft
     ATTACK   +4 vs AC
     DAMAGE   1d8+2 piercing
Finesse
        Rapier                                         Studded Leather
        Weapons                                                  Armor
                                      Made from tough but flexible leather, studded leather is
                                      reinforced with close-set rivets or spikes.
2 lb.             Player’s Handbook   13 lb.                                     Player’s Handbook
                       Darkvision                                                 Hellish Resistance                                            Infernal Legacy
                             Vision                                                       Racial Trait                                                 Racial Trait
Many creatures in the worlds of D&D, especially those that        You have resistance to fire damage.                        You know the thaumaturgy cantrip. When you reach 3rd
dwell underground, have darkvision. Within a specified                                                                       level, you can cast the hellish rebuke spell as a 2nd-level
range, a creature with darkvision can see in darkness as if                                                                  spell once with this trait and regain the ability to do so
the darkness were dim light, so areas of darkness are only                                                                   when you finish a long rest. When you reach 5th level, you
lightly obscured as far as that creature is concerned.                                                                       can cast the darkness spell once with this trait and regain
However, the creature can’t discern color in darkness, only                                                                  the ability to do so when you finish a long rest. Charisma is
shades of gray.                                                                                                              your spellcasting ability for these spells.
Tiefling                                      Player’s Handbook   Tiefling                               Player’s Handbook   Tiefling                                     Player’s Handbook
                  Bardic Inspiration
                         Class Feature
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 GM 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 (a minimum of once). You regain any
expended uses when you finish a long rest.
  Your Bardic Inspiration die changes when you 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.
Bard                                          Player’s Handbook