Bardo
Bardo
STEALTH DISADVANTAGE
+0
✘ +6 Dexterity
Bardic Inspiration (Bonus Action—3/Long Rest).
+3 Constitution ARMOR CLASS Inspire one creature other than yourself within 60
DEXTERITY
+1 Intelligence
feet of you who can hear you. It gains one Bardic
MAXIMUM HIT DICE TEMPORARY Inspiration die, a d6.Once within the next 10
18 ✘
+1 Wisdom
+5 Charisma
33 3d8 minutes, the creature can roll the die and add the
number rolled to one ability check, attack roll, or
CONDITIONAL
saving throw it makes.
+4 Song of Rest. You or any friendly creatures who can
hear your performance regain hp at the end of the
CURRENT HIT POINTS short rest by spending one or more Hit Dice, each of
CONSTITUTION DEATH SAVING THROWS
those creatures regains an extra 1d6 hit points.
SAVING THROWS
16 N
CIE C
+6 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Bonus Proficiencies. If you‘re proficient with a
simple or martial melee weapon, you can use it as a
Y
PROFI
✘
RT
EXPE
+4 Performance (Cha)
Roll a d6, the number you roll is added to the
damage of the hit, and you can push the target the
number you rolled+5ft away from you. You can then
✘ +5 Persuasion (Cha)
+1 move up to your walking speed towards the target
+2 Religion (Int) as a reaction.
+5 Sleight of Hand (Dex)
CHARISMA ✘✘ +8 Stealth (Dex)
16 +2 Survival (Wis)
SKILLS
+3 15 PASSIVE PERCEPTION
ADVANTAGE
Crossbow, Light 80/320 +6 vs AC 1d8+4 piercing Armor Proficiencies. Light Armor, Medium Armor
Ammunition, Loading, Two-Handed
Weapon Proficiencies. Simple Weapons, Crossbow,
Hand, Longsword, Rapier, Shortsword, Scimitar
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
Before you became an adventurer, your life was already full of conflict and excitement, because you made a living
tracking down people for pay. Unlike some people who collect bounties, though, you aren’t a savage who follows quarry
into or through the wilderness. You’re involved in a lucrative trade, in the place where you live, that routinely tests your
skills and survival instincts. What’s more, you aren’t alone, as a bounty hunter in the wild would be: you routinely
interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you
succeed.
You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you
are someone who has your ear to the street, aware of the doings of thieves’ guilds and street gangs. You might be a
PERSONALITY TRAITS
"velvet mask" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that
prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of
Faerûn’s great metropolises, such as Waterdeep or Baldur’s Gate, or a less populous location, perhaps Luskan or Yartar-
any place that’s large enough to have a steady supply of potential quarries.
As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn’t fit with
IDEAL the group’s objectives- but on the other hand, you can take down much more formidable targets with the help of your
companions.
BOND
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
Dice Set 1 —
Thieves’ Tools 1 1
Explorer’s Pack 1 10
Horn 1 2
Pan flute 1 2
Flute 1 1
[Rapier] 1 2
Crossbow, Light 1 5
Crossbow Bolt 20 1
Dagger 1 1
[Studded Leather] 1 13
[Rapier] 1 2
0 0 0 0 0
40 lb / 150 lb 300 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +5 13 N/A
You touch one object that is no larger than 10 feet in any dimension. A spectral, floating hand appears at a point you choose within range. A creature you touch regains a number of hit points equal to 1d8 +
Until the spell ends, the object sheds bright light in a 20-foot radius The hand lasts for the duration or until you dismiss it as an action. your spellcasting ability modifier. This spell has no effect on undead
and dim light for an additional 20 feet. The light can be colored as The hand vanishes if it is ever more than 30 feet away from you or if or constructs.
you like. Completely covering the object with something opaque you cast this spell again. At Higher Levels. When you cast this spell using a spell slot of 2nd
blocks the light. The spell ends if you cast it again or dismiss it as an You can use your action to control the hand. You can use the hand level or higher, the healing increases by 1d8 for each slot level above
action. to manipulate an object, open an unlocked door or container, stow or 1st.
If you target an object held or worn by a hostile creature, that retrieve an item from an open container, or pour the contents out of
creature must succeed on a Dexterity saving throw to avoid the spell. a vial. You can move the hand up to 30 feet each time you use it. The
hand can’t attack, activate magic items, or carry more than 10
pounds.
Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook
For the duration, you sense the presence of magic within 30 feet of You whisper a discordant melody that only one creature of your Each object in a 20-foot cube within range is outlined in blue, green,
you. If you sense magic in this way, you can use your action to see a choice within range can hear, wracking it with terrible pain. The or violet light (your choice). Any creature in the area when the spell is
faint aura around any visible creature or object in the area that bears target must make a Wisdom saving throw. On a failed save, it takes cast is also outlined in light if it fails a Dexterity saving throw. For the
magic, and you learn its school of magic, if any. The spell can 3d6 psychic damage and must immediately use its reaction , if duration, objects and affected creatures shed dim light in a 10-foot
penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of available, to move as far as its speed allows away from you. The radius.
common metal, a thin sheet of lead, or 3 feet of wood or dirt. creature doesn’t move into obviously dangerous ground, such as a Any attack roll against an affected creature or object has advantage
fire or a pit. On a successful save, the target takes half as much if the attacker can see it, and the affected creature or object can’t
damage and doesn’t have to move away. A deafened creature benefit from being invisible.
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.
Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook
Identify Shatter
1st-level divination (ritual) 2nd-level evocation
You choose one object that you must touch throughout the casting of A sudden loud ringing noise, painfully intense, erupts from a point of
the spell. If it is a magic item or some other magic-imbued object, you your choice within range. Each creature in a 10-foot-radius sphere
learn its properties and how to use them, whether it requires centered on that point must make a Constitution saving throw. A
attunement to use, and how many charges it has, if any. You learn creature takes 3d8 thunder damage on a failed save, or half as much
whether any spells are affecting the item and what they are. If the damage on a successful one. A creature made of inorganic material
item was created by a spell, you learn which spell created it. If you such as stone, crystal, or metal has disadvantage on this saving
instead touch a creature throughout the casting, you learn what throw. A nonmagical object that isn’t being worn or carried also takes
spells, if any, are currently affecting it. the damage if it’s in the 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.
If you are proficient with the Dice Set, you can add your Perhaps the most common tools used by adventurers, thieves’ Includes a backpack, a bedroll, a mess kit, a tinderbox, 10
proficiency bonus to ability checks you make to play a tools are designed for picking locks and foiling traps. torches, 10 days of rations, and a waterskin. The pack also
game. Proficiency with the tools also grants you a general knowledge has 50 feet of hempen rope strapped to the side of it.
of traps and locks.
Components. Thieves’ tools include a small file, a set Of lock
picks, a small mirror mounted on a metal handle, a set of
narrow—bladed scissors, and a pair of pliers.
History. Your knowledge of traps grants you insight when
answering questions about locations that are renowned for
their traps.
Investigation and Perception. You gain additional insight
when looking for traps, because you have learned a variety of
common signs that betray their presence.
Set a Trap. Just as you can disable traps, you can also set
them. As part of a short rest, you can create a trap using items
you have on hand. The total of your check becomes the DC for
someone else’s attempt to discover or disable the trap. The
trap deals damage appropriate to the materials used in
crafting it (such as poison or a weapon) or damage equal to
half the total of your check, whichever the DM deems
appropriate.
THIEVES’ TOOLS
Activity DC
Pick a lock Varies
Disable a trap Varies
If you have proficiency with the horn, you can add your If you have proficiency with the pan flute, you can add your If you have proficiency with the flute, you can add your
proficiency bonus to any ability checks you make to play proficiency bonus to any ability checks you make to play proficiency bonus to any ability checks you make to play
music with the instrument. A bard can use a musical music with the instrument. A bard can use a musical music with the instrument. A bard can use a musical
instrument as a spellcasting focus. instrument as a spellcasting focus. instrument as a spellcasting focus.
2 lb. Player’s Handbook 5 lb. Player’s Handbook 1/20 lb. Player’s Handbook
Dagger Studded Leather Rapier
Weapons Armor Weapons
You master fighting with two weapons, gaining the You can inspire others through stirring words or music. To Beginning at 2nd level, you can use soothing music or
following benefits: do so, you use a bonus action on your turn to choose one oration to help revitalize your wounded allies during a
• You gain a +1 bonus to AC while you are wielding a creature other than yourself within 60 feet of you who can short rest. If you or any friendly creatures who can hear
separate melee weapon in each hand. hear you. That creature gains one Bardic Inspiration die, a your performance regain hit points at the end of the short
• You can use two-weapon fighting even when the one- d6. rest by spending one or more Hit Dice, each of those
handed melee weapons you are wielding aren’t light. Once within the next 10 minutes, the creature can roll creatures regains an extra 1d6 hit points.
• You can draw or stow two one-handed weapons when the die and add the number rolled to one ability check, The extra hit points increase when you reach certain
you would normally be able to draw or stow only one. attack roll, or saving throw it makes. The creature can wait levels in this class: to 1d8 at 9th level, to 1d10 at 13th level,
until after it rolls the d20 before deciding to use the Bardic and to 1d12 at 17th level.
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.
Human Variant Player’s Handbook Bard Player’s Handbook Bard Player’s Handbook
When you join the College of Swords at 3rd level, you gain When you engage in two-weapon fighting, you can add At 3rd level, you learn to perform impressive displays of
proficiency with medium armor and the scimitar. your ability modifier to the damage of the second attack. martial prowess and speed.
If you‘re proficient with a simple or martial melee Whenever you take the Attack action on your turn, your
weapon, you can use it as a spellcasting focus for your bard walking speed increases by 10 feet until the end of the turn,
spells. 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.
College of Swords Xanathar’s Guide to Everything Fighting Style Player’s Handbook College of Swords Xanathar’s Guide to Everything