Bard 1 JeanMerguezLePoligamik
CLASS & LEVEL PLAYER NAME
Merchant - Master of Coins
Human Noble (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
-1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +2 Dexterity
+1 Constitution +0 10 9 --
-1 +2 Intelligence
CLASS
+2 Wisdom INITIATIVE HIT POINTS
9
• +5 Charisma
Total 1d8 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES
+0 DEFENSES HIT DICE DEATH SAVES
11 SAVING THROWS INSPIRATION
=== ARMOR ===
Light Armor
CONSTITUTION +0 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
+1 +2
+2
Animal Handling WIS
Arcana INT
Crossbow, Hand, Longsword, Rapier,
Shortsword, Simple Weapons
13 -1 Athletics STR === LANGUAGES ===
ABILITY SAVE DC Common, Elvish
P +5 Deception CHA
P +4 History INT
INTELLIGENCE
P +4 Insight WIS
30 ft. (Walking)
+2 +3 Intimidation CHA
+2 Investigation INT
14 +2 Medicine WIS SPEED
+2 Nature INT PROFICIENCIES & LANGUAGES
WISDOM +2 Perception WIS
P +5 Performance CHA === ACTIONS ===
+2 P +5 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
Help, Hide, Ready, Search, Use an Object,
+2 Religion INT
15 Opportunity Attack, Grapple, Shove, Improvise,
+0 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object
+0 Stealth DEX === BONUS ACTIONS ===
CHARISMA Bardic Inspiration • 3 / Long Rest
+2 Survival WIS
As a bonus action, a creature (other than yourself)
+3 within 60 ft. that can hear you gains an inspiration die
(1d6). 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
16 outcome.
SKILLS ACTIONS
NAME HIT DAMAGE/TYPE NOTES
12 PASSIVE WISDOM (PERCEPTION)
Unarmed Strike +1 0 Bludgeoning
14 PASSIVE WISDOM (INSIGHT)
12 PASSIVE INTELLIGENCE (INVESTIGATION)
SENSES WEAPON ATTACKS & CANTRIPS
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Bard 1 JeanMerguezLePoligamik
CLASS & LEVEL PLAYER NAME
Merchant - Master of Coins
Human Noble (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
=== BARD FEATURES ===
* Hit Points • PHB 52
* Proficiencies • PHB 52
* Spellcasting • PHB 52
You can cast known bard spells using CHA as your
spellcasting modifier (Spell DC 13, Spell Attack +5)
and known bard spells as rituals if they have the ritual
tag. You can use a musical instrument as a
spellcasting focus.
* Bardic Inspiration • PHB 53
As a bonus action, a creature (other than you) within
60 ft. that can hear you gains an inspiration die (1d6).
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 outcome.
| 3 / Long Rest • 1 Bonus Action
=== HUMAN RACIAL TRAITS ===
* Ability Score Increase • BR 31
* Languages • BR 31
You can speak, read, and write Common and one
extra language.
FEATURES & TRAITS
NAME QTY WEIGHT NAME QTY WEIGHT
CP 0 Clothes, Fine 1 6 lb.
SP 0
EP 0
GP 10
PP 0
WEIGHT CARRIED
6.2 lb.
ENCUMBERED ATTUNED MAGIC ITEMS QTY WEIGHT
135 lb.
PUSH/DRAG/LIFT
270 lb.
EQUIPMENT
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Medium
GENDER AGE SIZE HEIGHT WEIGHT
Merchant - Master of Coins Lawful Good
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR
No one could doubt by looking at my
regal bearing that I am a cut above
the unwashed masses.
If you do me an injury, I will crush
PERSONALITY TRAITS
Respect. Respect is due to me
because of my position, but all people
regardless of station deserve to be
IDEALS
My house’s alliance with another noble family
must be sustained at all costs.
Human physical characteristics vary
according to the ancient migrations of BONDS
the earliest humans, so that the
humans of Neverwinter have every I secretly believe that everyone is
possible variation of coloration and beneath me.
features. I have an insatiable desire for decadent
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
Your parents lived in the prosperous village of A hero stands up to evil and never lets bullies have
Thundertree, east of the city of Neverwinter and at their way. A hero fights for law and order, so that
the edge of the Neverwinter Wood. But when everyone can live in prosperity and happiness. A
nearby Mount Hotenow erupted thirty years ago, hero slays monsters, clears ruins, and protects the
your parents fled, carrying you in your infancy. innocent. You strive to be such a hero.
Your family drifted from village to village around
the region, finding work as servants or laborers • Looking for ideas on how to level up your
where they could. character? Check out this PDF for more information!
https://www.dndbeyond.com/file-attachments/0/780/human-fighter2.pdf
You’ve spent the last few years in Neverwinter as
a porter and laborer at the city’s bustling docks.
But it’s clear to you and everyone around you that
you are destined for much more. You stood up to
an abusive ship captain once, so other
dockworkers look up to you. Someday, you’ll come
into your own. You’ll be a hero.
The ruins of Thundertree call to you. Your family
and their friends once lived in prosperity there, and
now they’re reduced to menial labor. The ruins are
haunted by ash zombies, and rumor has it a
dragon has made its lair in the Old Tower, but
those are problems a hero can solve. Slay the
dragon, or drive it off, and you’ll prove—to yourself
and everyone else—you’re a real hero, destined
for greatness.
CHARACTER BACKSTORY ADDITIONAL NOTES
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
CHA 13 +5
Bard
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
SPELLS
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.