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AnantShunya 133553061

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0% found this document useful (0 votes)
29 views4 pages

AnantShunya 133553061

Uploaded by

Rushin Gandhi
Copyright
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We take content rights seriously. If you suspect this is your content, claim it here.
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Bard 11 AnantShunya

CLASS & LEVEL PLAYER NAME


Riffin Rhythmo
High Elf Smuggler (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

-1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +7 Dexterity
+2 Constitution +5 14 80 --
8 +2 Intelligence
CLASS
+0 Wisdom INITIATIVE HIT POINTS
-1
• +7 Charisma
Total 11d8 SUCCESSES
Saving Throw Modifiers
Immunities - Magical Sleep
DEXTERITY FAILURES
Advantage against
16 being charmed DEFENSES HIT DICE DEATH SAVES

+3 SAVING THROWS HEROIC INSPIRATION


=== ARMOR ===
Light Armor
CONSTITUTION P +7 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+4
15 H

H
+2

+4
Animal Handling WIS
Arcana INT
Crossbow, Hand, Longbow, Longsword,
Rapier, Shortsword, Simple Weapons

+2 E +7 Athletics STR === TOOLS ===


ABILITY SAVE DC Flute, Lute, Vehicles (Water), Viol
E +11 Deception CHA
H +4 History INT === LANGUAGES ===
INTELLIGENCE
H +2 Insight WIS Celestial, Common, Elvish
30 ft. (Walking)
14 P +7 Intimidation CHA
H +4 Investigation INT
+2 H +2 Medicine WIS SPEED

+6 Nature INT PROFICIENCIES & TRAINING


P

WISDOM E +8 Perception WIS


E +11 Performance CHA === ACTIONS === === REACTIONS ===
10 P +7 Persuasion CHA
Standard Actions
Attack, Magic, Dash, Disengage, Dodge, Help,
Cutting Words
As a reaction when a creature (that's not immune
Hide, Ready, Search, Utilize, Opportunity Attack, to being charmed) you can see within 60 ft. makes an
H +4 Religion INT
+0 Grapple, Shove, Improvise, Two-Weapon Fighting, attack roll, ability check, or damage roll, you can
P +7 Sleight of Hand DEX Interact with an Object, Study, Influence expend one use of Bardic Inspiration, roll the die, and
subtract the number from the creature's roll. You can
H +5 Stealth DEX === BONUS ACTIONS === do so after the roll but before knowing the result.
CHARISMA Bardic Inspiration • 3 / Short Rest
H +2 Survival WIS
As a bonus action, a creature (other than yourself)

16 within 60 ft. that can hear you gains an inspiration die


(1d10). For 10 minutes, the creature can add it to one
ability check, attack roll, or saving throw. This can be
added after seeing the roll, but before knowing the
+3 outcome.

SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

18 PASSIVE PERCEPTION
Dagger +7 1d4+3 Piercing Simple, Finesse, Light, Thrown, Nick, Range (20/60)

Rapier +7 1d8+3 Piercing Martial, Finesse, Vex


12 PASSIVE INSIGHT

Fire Bolt +6 3d10 Fire V/S


14 PASSIVE INVESTIGATION
Unarmed Strike +3 0 Bludgeoning

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS

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Bard 11 AnantShunya
CLASS & LEVEL PLAYER NAME
Riffin Rhythmo
High Elf Smuggler (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

=== BARD FEATURES ===


* Bonus Proficiencies • PHB 54 * Darkvision • BR 23
* Hit Points • PHB 52 You gain proficiency with three more skills of your You can see in darkness (shades of gray) up to 60 ft.
choice.
* Proficiencies • PHB 52 * Keen Senses • BR 23
* Cutting Words • PHB 54 You have proficiency in the Perception skill.
* Spellcasting • PHB 52 As a reaction when a creature (that's not immune to
You can cast known bard spells using CHA as your being charmed) you can see within 60 ft. makes an * Fey Ancestry • BR 23
spellcasting modifier (Spell DC 15, Spell Attack +7) attack roll, ability check, or damage roll, you can You have advantage on saves against being charmed,
and known bard spells as rituals if they have the ritual expend one use of Bardic Inspiration, roll the die, and and magic can’t put you to sleep.
tag. You can use a musical instrument as a subtract the number from the creature's roll. You can
spellcasting focus. do so after the roll but before knowing the result. * Trance • BR 23
You don't need to sleep, but meditate semiconsciously
* Bardic Inspiration • PHB 53 | 1 Reaction for 4 hours a day. While meditating, you can dream
As a bonus action, a creature (other than you) within after a fashion; such dreams are actually mental
60 ft. that can hear you gains an inspiration die (1d10). * Ability Score Improvement • PHB exercises that have become reflexive through years of
For 10 minutes, the creature can add it to one ability practice. After resting in this way, you gain the same
check, attack roll, or saving throw. This can be added * Font of Inspiration • PHB benefit that a human does from 8 hours of sleep.
after seeing the roll, but before knowing the outcome. You regain all of your expended uses of Bardic
Inspiration when you finish a short or long rest. * Elf Weapon Training • BR 23
| 3 / Short Rest • 1 Bonus Action You have proficiency with the longsword, shortsword,
* Countercharm • PHB shortbow, and longbow.
* Jack of All Trades • PHB 54 As an action, you can perform until the end of your
You can add half your proficiency bonus, rounded next turn. During that time, you and any friendly * Cantrip • BR 24
down ( +2 ), to any ability check you make that doesn’t creatures within 30 ft. that can hear you gain You know one cantrip of your choice from the wizard
already include it. advantage on saving throws against being frightened spell list. INT is your spellcasting ability for it.
or charmed.
* Song of Rest • PHB 54 * Extra Language • BR 24
If you or any friendly creatures who can hear your | 1 Action You can speak, read, and write one extra language of
performance regain hit points at the end of the short your choice.
rest by spending one or more Hit Dice, each of those * Additional Magical Secrets • PHB 55
creatures regains an extra 1d8 hit points. You can add two additional spells from any class list
as bard spells to your known spells.
* Bard College • PHB 54
* Magical Secrets • PHB 54
| College of Lore You can add spells from any class lists as bard spells
to your known spells (choose 2 at 10th, 14th, and 18th
* Expertise • PHB 54 level).
Your proficiency bonus is doubled for any ability check
you make with chosen proficiencies (2 at 3rd and 10th
level). === HIGH ELF SPECIES TRAITS ===

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Leather 1 10 lb.

Dagger 1 1 lb.

SP 0 Rapier 1 2 lb.

Backpack 1 5 lb.
EP 0 Clothes, Fine 1 6 lb.

Pouch 1 1 lb.
GP 25 Signet Ring 1 --

Lute 1 2 lb.
PP 0 Bedroll 1 7 lb.

Candle 5 --
WEIGHT CARRIED

60.5 lb. Clothes, Costume 2 8 lb.

ENCUMBERED Rations (1 day) 5 10 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

120 lb. Waterskin 1 5 lb.

PUSH/DRAG/LIFT Disguise Kit 1 3 lb.

240 lb.

EQUIPMENT

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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Riffin Rhythmo Chaotic Neutral
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

My eloquent flattery makes everyone I talk to feel like the most


wonderful and important person in the world. But if you do me an
injury, I will crush you, ruin your name, and salt your fields.
I think of everything in terms of monetary value.
I enjoy doing things others believe to be impossible.

PERSONALITY TRAITS

Smuggler’s Code. I uphold the unwritten rules of the


smugglers, who do not cheat one another or directly harm
innocents. (Lawful)
Daring. I am most happy when risking everything. (Any)

IDEALS

I intend to become the leader of the


network of smugglers that I belong to.
In the Forgotten Realms, your people are named moon elves. Also called
silver elves or gray elves, moon elves are paler, with alabaster skin I was tricked by a fellow smuggler who
sometimes tinged with blue. They often have hair of silver-white, black, or
blue, but various shades of blond, brown, and red are not uncommon. BONDS
Their eyes are blue or green and flecked with gold.

Though I act charming, I feel nothing for others and


don’t know what friendship is.
I tend to assess my relationships in terms of profit and
loss.

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

You understand wealth, power, and privilege. You


carry a noble title, and your family owns land,
collects taxes, and wields significant political
influence. Though once a pampered aristocrat
unfamiliar with work or discomfort, a star-crossed
love led you to strike off on your own in pursuit of
independence.

CHARACTER BACKSTORY ADDITIONAL NOTES

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CHA 15 +7
Bard
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

O Dancing Lights Bard -- 1A 120 ft. V,S,M Concentration, up to 1 minute PHB 230 D: 1m, V/S/M

O Vicious Mockery Bard WIS 15 1A 60 ft. V Instantaneous PHB 285 V

O Fire Bolt Cantrip +6 1A 120 ft. V,S Instantaneous PHB 242 V/S

=== 1st LEVEL === 4 Slots OOOO

O Charm Person Bard WIS 15 1A 30 ft. V,S 1 hour PHB 221 D: 1h, V/S

O Detect Magic [R] Bard -- 1A Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S

O Healing Word Bard -- 1BA 60 ft. V Instantaneous PHB 250 V

O Thunderwave Bard CON 15 1A Self/15 ft. Cube V,S Instantaneous PHB 282 15 ft. Cube, V/S

O Bless Additional Magical Secrets -- 1A 30 ft. V,S,M Concentration, up to 1 minute free-rules 247 D: 1m, V/S/M

=== 2nd LEVEL === 3 Slots OOO

O Blindness/Deafness Additional Magical Secrets CON 15 1A 30 ft. V 1 minute free-rules 248 D: 1m, V

=== 3rd LEVEL === 3 Slots OOO

O Counterspell Magical Secrets CON 15 1R 60 ft. S Instantaneous free-rules 258 S

O Animate Dead Magical Secrets -- 1m 10 ft. V,S,M Instantaneous free-rules 240 V/S/M

SPELLS

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