Bard 3 (College of Whispers) Charlatan
CLASS & LEVEL BACKGROUND PLAYER NAME
Lyras
Changeling
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
13 +2 30
-1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
8 PERSONALITY TRAITS
Hit Point Maximum 21
-1 Strength
DEXTERITY ● +4 Dexterity
2 +1
+2
Constitution
Intelligence
CURRENT HIT POINTS IDEALS
14 +0 Wisdom
● +3 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
1
+3 Acrobatics (Dex) Total 3 SUCCESSES
12 Animal Handling (Wis)
+1
1d8 FAILURES
+3 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +0 Athletics (Str)
2 ● +7
+3
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
GENERAL:
Rapier +4 1d8+2 piercing
Bardic Inspiration: __/3 (d6)
14 +0 Insight (Wis)
+4 Intimidation (Cha)
You can inspire others through
stirring words or music. To do so,
WISDOM ● +4 Investigation (Int)
you use a bonus action on your turn
+1 Medicine (Wis) to choose one creature other than
0 +3 Nature (Int) yourself within 60 feet of you who
+1 Perception (Wis) can hear you. That creature gains
11 one Bardic Inspiration die, a d6.
● +4 Performance (Cha)
● +4 Persuasion (Cha)
CHARISMA Song of Rest (extra 1d6HP on short
+3 Religion (Int) Rest for party)
3 +3 Sleight of Hand (Dex)
Cloak of Elvenkind (advantage on
● +7 Stealth (Dex)
17 stealth + disadvantage to see
+1 Survival (Wis)
(Perception) you when hood up)
SKILLS ATTACKS & SPELLCASTING
SOCIAL:
PASSIVE WISDOM (PERCEPTION)
Words of Terror (see below)
CP
Leather armor
Rapier Shapechanger (As an action, you
Cloak of Elvenkind can change your appearance and
Lyre SP
your voice)
Lyre
Disguise Kit, Forgery kit
EP Fine Clothes
Common
Disguise Kit COMBAT:
GP 15 Weighted Dice Psychic Blades (When you hit with
weapon, use Bardic Inspiration to
PP
deal 2d6 psychic)
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
Words of Terror :If you speak to a humanoid alone for at least 1
minute, you can attempt to seed paranoia and fear into its mind.
At the end of the conversation, the target must succeed on a
Wisdom saving throw against your spell save DC or be frightened
of you or another creature of your choice. The target is frightened
in this way for 1 hour, until it is attacked or damaged, or until it
witnesses its allies being attacked or damaged.
If the target succeeds on its saving throw, the target has no hint
that you tried to frighten it.
Once you use this feature, you can't use it again until you finish a
short rest or long rest.
ADDITIONAL FEATURES & TRAITS
CHARACTER BACKSTORY TREASURE
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
BARD CHA 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Vicious Mockery (1d4 psychic + disadvantage on attack)
Friends (advantage on CHA checks against creature)
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Charm Person
Healing Word (Heal 1d4+3, bonus action)
4
Sleep (roll 5d8, if more than HP sleep)
Tasha's Hideous Laughter (incapacitate a creature with laughter)
SPELLS KNOWN
2 2
Suggetion (compell creature to do something)
Invisibility (attacks or spells break invisibility)
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.