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D&D Bard Character Sheet

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26 views7 pages

D&D Bard Character Sheet

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Level 5 Lightfoot Halfling Bard, College of Discord 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE

Entertainer Player One


CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Fey Touched (1/Long Rest). You can cast your


STRENGTH Scale Mail 16 chosen spells without expending a spell slot or using
any spell slots you have of the appropriate level.
PROFICIENCY BONUS +3
8
SHIELD
AC
Bardic Inspiration (Bonus Action—5/Long Rest).
N
CIE C
Inspire one creature other than yourself within 60
-1 Strength feet of you who can hear you. It gains one Bardic
Y
PROFI

-1 Inspiration die, a d8.Once within the next 10


✘ +6 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

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

VISION INSPIRATION EXHAUSTION weapons, it becomes a weapon that deals 1d6


+1 Animal Handling (Wis)
bludgeoning damage and has the versatile (1d8)
-1 +1 Arcana (Int) property. When used in one hand, it gains the
finesse property. Wielded with two hands, your
+0 Athletics (Str)
Armor Class increases by 2.
INTELLIGENCE +6 Deception (Cha)
Battaglia (5/Short Rest). As a bonus action on your
10 +1 History (Int)
+1 Insight (Wis)
turn, you can choose to teleport to an unoccupied
square adjacent to any number of creatures you can
see within 30 feet of you. Any Large or smaller
+6 Intimidation (Cha) SPEED, SENSES, & CONDITIONS creature within 5 feet of your new location must
+0 +1 Investigation (Int) succeed on a Strength saving throw or be knocked
Lucky. When you roll a 1 on an attack roll, ability prone.As part of this bonus action, you can expend
+1 Medicine (Wis)
check, or saving throw, you can reroll the die and one of your uses of Bardic Inspiration, rolling a
WISDOM +1 Nature (Int) Bardic Inspiration die and adding the number rolled
must use the new roll.
to the save DC. You can choose to use this feature
11 ✘


+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

20 +1 Survival (Wis) when you are obscured only by a creature that is


SKILLS at least one size larger than you.

+5 13 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +4 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE

FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor

Weapon Proficiencies. Simple Weapons, Crossbow,


Hand, Longsword, Rapier, Shortsword

Tool Proficiencies. Disguise kit, Viol, Lute, Zulkoon,


Pan flute, Tantan

Languages. Common, Halfling

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 2'7" 35 lb.
GENDER AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

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

FLAW BACKGROUND STORY

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

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 10 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

64.7 lb / 120 lb 240 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 +8 16 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Bard, College of Discord

CANTRIPS Mind Sliver Song of the Dead


Vicious Mockery

1ST LEVEL 4 SPELL SLOTS Charm Person Cure Wounds


Dissonant Whispers Faerie Fire Tasha’s Hideous Laughter

2ND LEVEL 3 SPELL SLOTS Heat Metal Hold Person

3RD LEVEL 2 SPELL SLOTS Dispel Magic

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

1ST LEVEL Anticipate Weakness (Fey Touched)

2ND LEVEL Misty Step (Fey Touched)


Mind Sliver Song of the Dead Vicious Mockery
Enchantment Cantrip Necromancy Cantrip Enchantment Cantrip

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


RANGE 60 feet RANGE 30 feet RANGE 60 feet
DURATION 1 round DURATION Instantaenous DURATION Instantaneous
COMPONENTS V COMPONENTS V, S, M (a musical instrument) COMPONENTS V

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

Anticipate Weakness Charm Person Cure Wounds


1st-level divination (combat) 1st-level enchantment 1st-level evocation

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

Dissonant Whispers Faerie Fire Tasha’s Hideous Laughter


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

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


RANGE 60 feet RANGE 60 feet RANGE 30 feet
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V COMPONENTS V 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 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

CASTING TIME 1 action


RANGE 120 feet
DURATION Instantaneous
COMPONENTS V, S

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.

Spellcasting (Bard) Player’s Handbook


Amulet of Health Dagger Entertainer’s Pack
Wondrous Items Weapons Equipment Packs

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

Lute Zulkoon Scale Mail


Musical Instruments Musical Instruments Armor

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.

½ lb. Dungeon Master’s Guide

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