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Dollynho

This document provides a character sheet for a Warforged Paladin 6/Bard 6 named Dollynho. Some key abilities include Bardic Inspiration which can provide 5d8 to allies, Song of Rest to grant d8 temporary hit points to allies who take a short rest, and Lay on Hands to heal wounds by drawing from a pool equal to paladin level x 5. The character has a Strength of 16, high Constitution of 16, and very high Charisma of 18.

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0% found this document useful (0 votes)
22 views3 pages

Dollynho

This document provides a character sheet for a Warforged Paladin 6/Bard 6 named Dollynho. Some key abilities include Bardic Inspiration which can provide 5d8 to allies, Song of Rest to grant d8 temporary hit points to allies who take a short rest, and Lay on Hands to heal wounds by drawing from a pool equal to paladin level x 5. The character has a Strength of 16, high Constitution of 16, and very high Charisma of 18.

Uploaded by

marcosbhtaveira
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Paladin 6 / Bard 6 Entertainer

CLASS & LEVEL BACKGROUND PLAYER NAME


Dollynho
Warforged Lawfully Chaotic Good Conquest / Glamour
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

2 INSPIRATION
STRENGTH - Song of Rest (d8)

16
18+1
ARMOR
CLASS
-1 30 - Integrated Tool: Dolly Guaraná
- Bardic Inspiration (5d8)
+4 PROFICIENCY BONUS INITIATIVE SPEED
- Font of Inspiration (Short/Long)
+3 PERSONALITY TRAITS

Hit Point Maximum 110


+3 Strength Integrated Protection. Your body has built-in defensive layers, which can be
enhanced with armor.
DEXTERITY

110
You gain a +1 bonus to Armor Class.
-1 Dexterity You can don only armor with which you have proficiency. To don armor, you must
incorporate it into your body over the course of 1 hour, during which you must

8 +3

-1
Constitution
Intelligence
CURRENT HIT POINTS
remain in contact with the armor. To doff armor, you must spend 1 hour removing it.
You can rest while donning or doffing armor in this way.
While you live, your armor can't be removed from your body against your will.
IDEALS

-1 ● +3v Wisdom
Habilidade Wild Magic
+9 Charisma
Fighting Style: Blessed Warrior
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

16
● +3 Acrobatics (Dex) Total 6d8 + 6d10 SUCCESSES Dolly Guaraná: d6 = Vantagem //
+3 Animal Handling (Wis) 1-S/2-D/3-C/4-I/5-W/6-Ch
-1
6d8 + 6d10 FAILURES
-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +7 Athletics (Str)

8 +5+2

-1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE ATIVAS

Greatsword +7 2d6+3 - Divine Sense (P)


The presence of strong evil registers on your senses like a noxious odor, and powerful
-1 -1 Insight (Wis) good rings like heavenly music in your ears. As an action, you can open your awareness to
detect such forces. Until the end of your next turn, you know the location of any celestial,
fiend, or undead within 60 feet of you that is not behind total cover. You know the type
+5+2 Intimidation (Cha) Bardic Insp 5/5 d8 (celestial, fiend, or undead) of any being whose presence you sense, but not its identity
(the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also
detect the presence of any place or object that has been consecrated or desecrated, as
WISDOM -1 Investigation (Int) with the Hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you
-1 Medicine (Wis)
8
finish a long rest, you regain all expended uses.

- Lay on Hands(P)
-1 Nature (Int) Your blessed touch can heal wounds. You have a pool of healing power that replenishes
when you take a long rest. With that pool, you can restore a total number of hit points equal
to your paladin level x 5.
-1 Perception (Wis)
-1 As an action, you can touch a creature and draw power from the pool to restore a number
of hit points to that creature, up to the maximum amount remaining in your pool.
13e Performance (Cha) Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one
disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize
● 13e Persuasion (Cha) multiple poisons with a single use of Lay on Hands, expending hit points separately for
CHARISMA each one.

-1 Religion (Int) This feature has no effect on undead and constructs.

20 -1+2 Sleight of Hand (Dex)


- Countercharm (B)
At 6th level, you gain the ability to use musical notes or words of power to disrupt
mind-influencing effects. As an action, you can start a performance that lasts until the end
of your next turn. During that time, you and any friendly creatures within 30 feet of you have
-1+2 Stealth (Dex) advantage on saving throws against being frightened or charmed. A creature must be able
to hear you to gain this benefit. The performance ends early if you are incapacitated or
+5 -1 Survival (Wis)
silenced or if you voluntarily end it (no action required).

- Mantle of Inspiration (B)


When you join the College of Glamour at 3rd level, you gain the ability to weave a song of
SKILLS ATTACKS & SPELLCASTING fey magic that imbues your allies with vigor and speed.

As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a
wondrous appearance. When you do so, choose a number of creatures you can see and
who can see you within 60 feet of you, up to a number equal to your Charisma modifier
(minimum of one). Each of them gains 5 temporary hit points. When a creature gains these
9 PASSIVE WISDOM (PERCEPTION) - Microfone.
- Microfone Estourado.
temporary hit points, it can immediately use its reaction to move up to its speed, without
provoking opportunity attacks.
CP
- Microfone absurdamente estourado. The number of temporary hit points increases when you reach certain levels in this class,
- Dolly guaraná Integrated tool. increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.
- The favor of an admirer (love letter, lock - Enthralling Performance (B)
- Languages: You can speak, read, and write SP of hair, or trinket), a costume. Starting at 3rd level, you can charge your performance with seductive, fey magic.
pouch (15gp) If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by
Common and Deep Speech. singing, reciting a poem, or dancing. At the end of the performance, choose a number of
humanoids within 60 feet of you who watched and listened to all of it, up to a number equal
- Entertainer's pack: a backpack, a bedroll, to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom
- Proficiencies: Disguise kit, Dolly Guaraná EP 2 costumes, 5 candles, 5 days of rations, a saving throw against your spell save DC or be charmed by you. While charmed in this way,
the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders
waterskin, a disguise kit. anyone who opposes you, avoiding violence unless it was already inclined to fight on your
Tool. Microfone, Microfone Estourado, behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if
it witnesses you attacking or damaging any of its allies.
Microfone absurdamente estourado. - An explorer's pack Plate and a holy
GP symbol If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

Once you use this feature, you can't use it again until you finish a short or long rest.
- Armor: All armor, shields.
- Mantle of Majesty (B)
At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to
- Weapons: Simple weapons, martial PP serve you. As a bonus action, you cast Command, without expending a spell slot, and you
take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as
if you were concentrating on a spell). During this time, you can cast Command as a bonus
weapons. action on each of your turns, without expending a spell slot.

Any creature charmed by you automatically fails its saving throw against the Command you
cast with this feature.

Once you use this feature, you can't use it again until you finish a long rest.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
3 0.60m 20kg
AGE HEIGHT WEIGHT

Green Metal Green -


CHARACTER NAME EYES SKIN HAIR

Channel Divinity

- Conquering Presence. You can use your Channel Divinity to NAME


exude a terrifying presence. As an action, you force each
creature of your choice that you can see within 30 feet of you to
make a Wisdom saving throw. On a failed save, a creature
becomes frightened of you for 1 minute. The frightened creature
can repeat this saving throw at the end of each of its turns,
ending the effect on itself on a success.

- Guided Strike. You can use your Channel Divinity to strike with
supernatural accuracy. When you make an attack roll, you can
use your Channel Divinity to gain a +10 bonus to the roll. You
make this choice after you see the roll, but before the DM says
whether the attack hits or misses.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee


weapon attack, you can expend one spell slot to deal radiant
damage to the target, in addition to the weapon's damage. The
extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each
spell level higher than 1st, to a maximum of 5d8. The damage
increases by 1d8 if the target is an undead or a fiend, to a
maximum of 6d8.
SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Bardic Inspiration
PASSIVAS You can inspire others through stirring words or music. To do so, you use a bonus
- Constructed Resilience (W) action on your turn to choose one creature other than yourself within 60 feet of you who
You were created to have remarkable fortitude, represented can hear you. That creature gains one Bardic Inspiration die, a d6.
by the following benefits:
You have advantage on saving throws against being
poisoned, and you have resistance to poison damage. Once within the next 10 minutes, the creature can roll the die and add the number
You don't need to eat, drink, or breathe.
You are immune to disease. rolled to one ability check, attack roll, or saving throw it makes. The creature can wait
You don't need to sleep, and magic can't put you to sleep. until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must
- Sentry's Rest (W) decide before the DM says whether the roll succeeds or fails. Once the Bardic
When you take a long rest, you must spend at least six Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at
hours in an inactive, motionless state, rather than sleeping.
In this state, you appear inert, but it doesn’t render you a time.
unconscious, and you can see and hear as normal.

-Divine Health (P) You can use this feature a number of times equal to your Charisma modifier (a
By 3rd level, the divine magic flowing through you makes minimum of once). You regain any expended uses when you finish a long rest.
you immune to disease.

- Song of Rest (B) Your Bardic Inspiration die changes when you reach certain levels in this class. The die
Beginning at 2nd level, you can use soothing music or
oration to help revitalize your wounded allies during a short becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
rest. If you or any friendly creatures who can hear your
performance regain hit points at the end of the short rest by
spending one or more Hit Dice, each of those creatures
regains an extra 1d6 hit points.

- Ritual Casting (B) ADDITIONAL FEATURES & TRAITS


You can cast any bard spell you know as a ritual if that spell
has the ritual tag.

- Integrated Protection (W)


Your body has built-in defensive layers, which can be
enhanced with armor.
You gain a +1 bonus to Armor Class.
You can don only armor with which you have proficiency. To
don armor, you must incorporate it into your body over the
course of 1 hour, during which you must remain in contact
with the armor. To doff armor, you must spend 1 hour
removing it. You can rest while donning or doffing armor in
this way.
While you live, your armor can't be removed from your body
against your will.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
CHA CHA 17 +9
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
http://dnd5e.wikidot.com/spell:vicious-mockery http://dnd5e.wikidot.com/spell:dispel-magic

http://dnd5e.wikidot.com/spell:message ● http://dnd5e.wikidot.com/spell:motivational-speech
http://dnd5e.wikidot.com/spell:prestidigitation

http://dnd5e.wikidot.com/spell:mending
http://dnd5e.wikidot.com/spell:thaumaturgy

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

● http://dnd5e.wikidot.com/spell:healing-word

● http://dnd5e.wikidot.com/spell:dissonant-whispers
4 3
● http://dnd5e.wikidot.com/spell:armor-of-agathys

● http://dnd5e.wikidot.com/spell:command ● http://dnd5e.wikidot.com/spell:confusion Auto/Long


SPELLS KNOWN

● http://dnd5e.wikidot.com/spell:command (4x Auto/Long)

2 3
● http://dnd5e.wikidot.com/spell:enlarge-reduce

● http://dnd5e.wikidot.com/spell:mirror-image

http://dnd5e.wikidot.com/spell:pyrotechnics
5 1
● http://dnd5e.wikidot.com/spell:hold-person

● http://dnd5e.wikidot.com/spell:spiritual-weapon
9
● http://dnd5e.wikidot.com/spell:blindness-deafness

● http://dnd5e.wikidot.com/spell:lesser-restoration

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

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