D&D Bard Character Sheet
D&D Bard Character Sheet
STEALTH DISADVANTAGE
     16                         ✘
                                             +0 Wisdom
                                             +8 Charisma
                                                                                     23                              5d8                                             Song of Rest. You or any friendly creatures who can
                                                                                                                                                                     hear your performance regain hp at the end of the
                         CONDITIONAL
                                                                                                                                                                     short rest by spending one or more Hit Dice, each of
                                                                                                                                                                     those creatures regains an extra 1d6 hit points.
       +3
                                                                                                                                                                     Font of Inspiration. You regain all of your expended
                                                                                                      CURRENT HIT POINTS                                             uses of Bardic Inspiration when you finish a short or
 CONSTITUTION                                                                                                   DEATH SAVING THROWS
                                                                                                                                                                     long rest.
                                               SAVING THROWS
       8                       N
                            CIE C
                                             +6 Acrobatics (Dex)
                                                                                SPEED
                                                                                    25ft.
                                                                                                   FLY
                                                                                                         0ft.
                                                                                                                           CLIMB
                                                                                                                                  0ft.
                                                                                                                                                    SWIM
                                                                                                                                                       0ft.
                                                                                                                                                                     Melodic Mayhem. When you wield your musical
                                                                                                                                                                     instrument in one or two hands, and no other
                                    Y
                        PROFI
                                ✘
                                        RT
EXPE
                                ✘
                                             +3 Perception (Wis)
                                             +8 Performance (Cha)
                                                                                Brave. You have advantage on saving throws
                                                                                against being frightened.
                                                                                                                                                                     after the creature makes its roll but before the DM
                                                                                                                                                                     announces if it succeeds or fails.
                                ✘            +8 Persuasion (Cha)
       +0                                    +1 Religion (Int)
                                                                                Halfling Nimbleness. You can move through the
                                                                                space of any creature that is of a size larger than
                                             +4 Sleight of Hand (Dex)           yours.
   CHARISMA                     ✘            +6 Stealth (Dex)                   Naturally Stealthy. You can attempt to hide even
+5 13 PASSIVE PERCEPTION
ADVANTAGE
NAME
                                                                                                                                                                             SYMBOL
                CHARACTER PORTRAIT                                                            ALLIES & ORGANIZATIONS
                                                                        You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics
                                                                        can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or
                                                                        captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art
                                                                        is your life.
PERSONALITY TRAITS
IDEAL
BOND
               By Popular Demand
You can always find a place to perform, usually in an
inn or tavern but possibly with a circus, at a theater,
or even in a noble’s court. At such a place, you
receive free lodging and food of a modest or
comfortable standard (depending on the quality of
the establishment), as long as you perform each
night. In addition, your performance makes you
something of a local figure. When strangers
recognize you in a town where you have performed,
they typically take a liking to 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
[Dagger]                                      1   1      Amulet of Health                                               1    —
Entertainer’s Pack                            1   10     Potion of Healing                                              1    .5
Lute                                          1   2
Zulkoon                                       1   6
[Scale Mail]                                  1   45
0 0 0 10 0
                          #1                                                               #2
STORED ITEM                                  #    lb.    STORED ITEM                                                    #    lb.
                                            This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
                                                                    Charisma                 +8                          16                 N/A
You drive a disorienting spike of psychic energy into the mind of one      You perform a haunting tune that causes spirits of the dead to stir.           You unleash a string of insults laced with subtle enchantments at a
creature you can see within range. The target must make an                 Make a ranged spell attack against a target within range. On a hit, an         creature you can see within range. If the target can hear you (thought
Intelligence saving throw. Unless the saving throw is successful, the      incorporeal entity materializes and deals 1d4 necrotic damage to the           it need not understand you), it must succeed on a Wisdom saving
target takes 1d6 psychic damage, and the first time it makes a saving      target. Additionally, the target cannot take reactions until the start of      throw or take 1d4 psychic damage and have disadvantage on the
throw before the end of your next turn, it must roll a d4 and subtract     its next turn.                                                                 next attack roll it makes before the end of its next turn. This spell’s
the number rolled from the save.                                              You can select an additional target within range at 5th level (2            damage increases by 1d4 when you reach 5th level (2d4), 11th level
  This spell’s damage increases by 1d6 when you reach certain levels:      targets), 11th level (3 targets), and 17th level (4 targets).                  (3d4) and 17th level (4d4)
5th level (2d6), 11th level (3d6), and 17th level (4d6).
Spellcasting (Bard) UA: Fighter, Rogue, and Wizard Spellcasting (Bard) Grimlore’s Grimoire Spellcasting (Bard) Player’s Handbook
  CASTING TIME        1 bonus action                                          CASTING TIME       1 action                                                   CASTING TIME        1 action
      RANGE           Self                                                       RANGE           30 feet                                                        RANGE           Touch
    DURATION          Instantaneous                                            DURATION          1 hour                                                       DURATION          Instantaneous
  COMPONENTS          V, S                                                   COMPONENTS          V, S                                                       COMPONENTS          V, S
With a quick glance into the future, you pinpoint where a gap is           You attempt to charm a humanoid you can see within range. It must              A creature you touch regains a number of hit points equal to 1d8 +
about to open in your foe’s defense and then you strike. Upon              make a Wisdom saving throw, and does so with advantage if you or               your spellcasting ability modifier. This spell has no effect on undead
casting anticipate weakness, you have advantage on attack rolls until      your companions are fighting it. If it fails the saving throw, it is           or constructs.
the end of your turn.                                                      charmed by you until the spell ends or until you or your companions              At Higher Levels. When you cast this spell using a spell slot of 2nd
                                                                           do anything harmful to it. The charmed creature regards you as a               level or higher, the healing increases by 1d8 for each slot level above
                                                                           friendly acquaintance. When the spell ends, the creature knows it              1st.
                                                                           was charmed by you.
                                                                              At Higher Levels. When you cast this spell using a spell slot of 2nd
                                                                           level or higher, you can target one additional creature for each slot
                                                                           level above 1st. The creatures must be within 30 feet of each other
                                                                           when you target them.
Fey Touched Deep Magic: Combat Divination Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook
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,         A creature of your choice that you can see within range perceives
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      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         cast is also outlined in light if it fails a Dexterity saving throw. For the   spell affects it. The target must succeed on a Wisdom saving throw or
3d6 psychic damage and must immediately use its reaction , if              duration, objects and affected creatures shed dim light in a 10-foot           fall prone, becoming incapacitated and unable to stand up for the
available, to move as far as its speed allows away from you. The           radius.                                                                        duration. A creature with an Intelligence score of 4 or less isn’t
creature doesn’t move into obviously dangerous ground, such as a              Any attack roll against an affected creature or object has advantage        affected.
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             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                  benefit from being invisible.                                                  target can make another Wisdom saving throw. The target has
automatically succeeds on the save.                                                                                                                       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                                                                                   success, the spell ends.
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
                             Heat Metal                                                                  Hold Person                                                                 Misty Step
                         2nd-level transmutation                                                       2nd-level enchantment                                                        2nd-level conjuration
   CASTING TIME       1 action                                                  CASTING TIME        1 action                                               CASTING TIME      1 bonus action
      RANGE           60 feet                                                       RANGE           60 feet                                                    RANGE         Self
    DURATION          Concentration, up to 1 minute                               DURATION          Concentration, up to 1 minute                            DURATION        Instantaneous
  COMPONENTS          V, S, M (a piece of iron and a flame)                     COMPONENTS          V, S, M (a small, straight piece of iron)              COMPONENTS        V
Choose a manufactured metal object, such as a metal weapon or a               Choose a humanoid that you can see within range. The target must           Briefly surrounded by silvery mist, you teleport up to 30 feet to an
suit of heavy or medium metal armor, that you can see within range.           succeed on a Wisdom saving throw or be paralyzed for the duration.         unoccupied space that you can see.
You cause the object to glow red-hot. Any creature in physical                At the end of each of its turns, the target can make another Wisdom
contact with the object takes 2d8 fire damage when you cast the               saving throw. On a success, the spell ends on the target.
spell. Until the spell ends, you can use a bonus action on each of your         At Higher Levels. When you cast this spell using a spell slot of 3rd
subsequent turns to cause this damage again. If a creature is holding         level or higher, you can target on additional humanoid for each slot
or wearing the object and takes the damage from it, the creature              level above 2nd. The humanoids must be within 30 feet of each other
must succeed on a Constitution saving throw or drop the object if it          when you target them.
can. If it doesn’t drop the object, it has disadvantage on attack rolls
and ability checks until the start of your next turn.
  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 above 2nd.
Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Fey Touched Player’s Handbook
                             Dispel Magic
                             3rd-level abjuration
Choose any creature, object, or magical effect within range. Any spell
of 3rd level or lower on the target ends. For each spell of 4th level or
higher on the target, make an ability check using your spellcasting
ability. The DC equals 10 + the spell’s level. On a successful check, the
spell ends.
   At Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, you automatically end the effects of a spell on the
target if the spell’s level is equal to or less than the level of the spell
slot you used.
Your Constitution score is 19 while you wear this amulet. It                                                                     Includes a backpack, a bedroll, 2 costumes, 5 candles, 5
has no effect on you if your Constitution is 19 or higher                                                                        days of rations, a waterskin, and a disguise kit.
without it.
0 lb. Dungeon Master’s Guide 1 lb. Player’s Handbook 10 lbs. Player’s Handbook
If you have proficiency with the lute, you can add your          A complex pump organ that originated with the zulkirs of        This armor consists of a coat and leggings (and perhaps a
proficiency bonus to any ability checks you make to play         Thay, who use it in the casting of their spells. It is          separate skirt) of leather covered with overlapping pieces
music with the instrument. A bard can use a musical              considered to have a dramatic, but sinister, sound.             of metal, much like the scales of a fish. The suit includes
instrument as a spellcasting focus.                                                                                              gauntlets.
2 lbs. Player’s Handbook 6 lbs. Sword Coast Adventurer’s Guide 45 lb. Player’s Handbook
                 Potion of Healing
                           Potions
You regain 2d4 + 2 hit points when you drink this potion.
Whatever its potency, the potion’s red liquid glimmers
when agitated.