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Hybe

The document provides character details for a level 1 changeling bard named HYBE, including stats, proficiencies, equipment, traits and abilities. Key information includes the character's name, class, background, alignment and deity. Stats listed include strength, dexterity, constitution and other ability scores. Equipment includes leather armor, a shield and a light crossbow. Racial traits allow the character to change appearance.

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Evelyn Avila
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0% found this document useful (0 votes)
22 views6 pages

Hybe

The document provides character details for a level 1 changeling bard named HYBE, including stats, proficiencies, equipment, traits and abilities. Key information includes the character's name, class, background, alignment and deity. Stats listed include strength, dexterity, constitution and other ability scores. Equipment includes leather armor, a shield and a light crossbow. Racial traits allow the character to change appearance.

Uploaded by

Evelyn Avila
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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Level 1 Changeling Bard 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


HYBE
Feylost Chaotic Evil Sune Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Bardic Inspiration (Bonus Action—3/Long Rest).


STRENGTH Leather 12 Inspire one creature other than yourself within 60
feet of you who can hear you. It gains one Bardic
PROFICIENCY BONUS +2
10
SHIELD
AC Inspiration die, a d6.
Once within the next 10 minutes, the creature can
N
CIE C
roll the die and add the number rolled to one ability
+0 Strength check, attack roll, or saving throw it makes.
Y
PROFI

+0
✘ +3 Dexterity

+1 Constitution ARMOR CLASS


DEXTERITY
+1 Intelligence
MAXIMUM HIT DICE TEMPORARY

12 ✘
+1 Wisdom

+5 Charisma
9 1d8
CONDITIONAL

+1
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS

12 N
CIE C

+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI


RT

EXPE

+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+1 +1 Arcana (Int)
+0 Athletics (Str)
INTELLIGENCE ✘ +5 Deception (Cha)

12 ✘
+1 History (Int)
+3 Insight (Wis)
✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+1 +1 Investigation (Int)
+1 Medicine (Wis) Shapechanger (Action). You can change your
WISDOM
appearance and your voice. You determine the
+1 Nature (Int) specifics of the changes, including your coloration,

12 +1 Perception (Wis) hair length, and sex. You can also adjust your
height and weight, but not so much that your size
✘ +5 Performance (Cha) changes. You can make yourself appear as a
✘ +5 Persuasion (Cha) member of another race, though none of your
+1 +1 Religion (Int)
game statistics change. You can’t duplicate the
appearance of a creature you’ve never seen, and
+1 Sleight of Hand (Dex) you must adopt a form that has the same basic
CHARISMA arrangement of limbs that you have. Your clothing
+1 Stealth (Dex) and equipment aren’t changed by this trait.You

17 ✘ +3 Survival (Wis) stay in the new form until you use an action to
SKILLS revert to your true form or until you die.

+3 11 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Crossbow, Light 80/320 +3 vs AC 1d8+1 piercing
Ammunition, Loading, Two-Handed
FEATURES & TRAITS

Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons, Crossbow,


Hand, Longsword, Rapier, Shortsword

Tool Proficiencies. Lute, Pan flute, Lyre, Drum

Languages. Common, Elvish, Infernal, Sylvan

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 5'1" + 2d4" 115 + (2d4 x 2d4) lb.
GENDER AGE HEIGHT WEIGHT
HYBE
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You grew up in the Feywild after disappearing from your home plane as a child. Perhaps you were spirited away by
kindly Fey who thought you were destined for great things. Perhaps you stumbled through a fey crossing by chance
during a twilight stroll in the woods. Perhaps you were kidnapped by evil Fey but escaped from their clutches. Whatever
the manner of your disappearance, you gradually fell under the Feywild’s spell and learned a little about the nature of
the mercurial tricksters that dwell there.

When you finally returned to your home plane, you did not come back unchanged. You are haunted by the fact that the
Feywild—a mirror world hidden behind a mere twist of perception—is only a hair’s breadth away. Although your
memories of the Feywild grow fainter with each passing day, your heart swells with a mixture of fear and joy at the
PERSONALITY TRAITS
prospect of one day venturing back to the Plane of Faerie—your home away from home.

Obsession. I won’t let go of a grudge. (Evil)

IDEAL

BOND

FLAW BACKGROUND STORY

Feywild Connection
Your mannerisms and knowledge of fey customs are
recognized by natives of the Feywild, who see you as
one of their own. Because of this, friendly Fey
creatures are inclined to come to your aid if you are
lost or need help in the Feywild.

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
[Crossbow, Light] 1 5
Entertainer’s Pack 1 10
Lute 1 2
[Leather] 1 10
Dagger 1 1

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 8 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

28.2 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 +4 12 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Bard

CANTRIPS Prestidigitation Vicious Mockery

1ST LEVEL 2 SPELL SLOTS Cure Wounds Dissonant Whispers


Sleep Tasha’s Hideous Laughter
Prestidigitation Vicious Mockery Cure Wounds
Transmutation Cantrip Enchantment Cantrip 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 10 feet RANGE 60 feet RANGE Touch
DURATION Up to 1 hour DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V COMPONENTS V, S

This spell is a minor magical trick that novice spellcasters use for You unleash a string of insults laced with subtle enchantments at a A creature you touch regains a number of hit points equal to 1d8 +
practice. You create one of the following magical effects within creature you can see within range. If the target can hear you (thought your spellcasting ability modifier. This spell has no effect on undead
range: it need not understand you), it must succeed on a Wisdom saving or constructs.
• You create an instantaneous, harmless sensory effect, such as a throw or take 1d4 psychic damage and have disadvantage on the At Higher Levels. When you cast this spell using a spell slot of 2nd
shower of sparks, a puff of wind, faint musical notes, or an odd odor. next attack roll it makes before the end of its next turn. This spell’s level or higher, the healing increases by 1d8 for each slot level above
• You instantaneously light or snuff out a candle, a torch, or a damage increases by 1d4 when you reach 5th level (2d4), 11th level 1st.
small campfire. (3d4) and 17th level (4d4)
• You instantaneously clean or soil an object no larger than 1 cubic
foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material
for 1 hour.
• You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.

Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook

Dissonant Whispers Sleep Tasha’s Hideous Laughter


1st-level enchantment 1st-level enchantment 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE 90 feet RANGE 30 feet
DURATION Instantaneous DURATION 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V COMPONENTS V, S, M (a pinch of fine sand, rose petals, or a cricket) COMPONENTS V, S, M (tiny tarts and a feather that is waved in the air)

You whisper a discordant melody that only one creature of your This spell sends creatures into a magical slumber. Roll 5d8, the total A creature of your choice that you can see within range perceives
choice within range can hear, wracking it with terrible pain. The is how many hit points of creatures this spell can affect. Creatures everything as hilariously funny and falls into fits of laughter if this
target must make a Wisdom saving throw. On a failed save, it takes within 20 feet of a point you choose within range are affected in spell affects it. The target must succeed on a Wisdom saving throw or
3d6 psychic damage and must immediately use its reaction , if ascending order of their current hit points (ignoring unconscious fall prone, becoming incapacitated and unable to stand up for the
available, to move as far as its speed allows away from you. The creatures). duration. A creature with an Intelligence score of 4 or less isn’t
creature doesn’t move into obviously dangerous ground, such as a Starting with the creature that has the lowest current hit points, affected.
fire or a pit. On a successful save, the target takes half as much each creature affected by this spell falls unconscious until the spell At the end of each of its turns, and each time it takes damage, the
damage and doesn’t have to move away. A deafened creature ends, the sleeper takes damage, or someone uses an action to shake target can make another Wisdom saving throw. The target has
automatically succeeds on the save. or slap the sleeper awake. Subtract each creature’s hit points from advantage on the saving throw if it’s triggered by damage. On a
At Higher Levels. When you cast this spell using a spell slot of 2nd the total before moving on to the creature with the next lowest hit success, the spell ends.
level or higher, the damage increases by 1d6 for each slot level above points. A creature’s hit points must be equal to or less than the
1st. remaining total for that creature to be 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.

Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook
Crossbow, Light Entertainer’s Pack Lute
Weapons Equipment Packs Musical Instruments

Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 If you have proficiency with the lute, you can add your
days of rations, a waterskin, and a disguise kit. proficiency bonus to any ability checks you make to play
music with the instrument. A bard can use a musical
instrument as a spellcasting focus.

5 lb. System Reference Document 10 lbs. System Reference Document 2 lbs. System Reference Document

Leather Dagger
Armor Weapons

The breastplate and shoulder protectors of this armor are


made of leather that has been stiffened by being boiled in
oil. The rest of the armor is made of softer and more
flexible materials.

10 lb. System Reference Document 1 lb. System Reference Document

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