College of Lore Bard 3 Acolyte
CLASS & LEVEL BACKGROUND PLAYER NAME
Livia
Standard Human Neutral Good
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME
INSPIRATION
STRENGTH 13 3 30
-1 2 PROFICIENCY BONUS
9 PERSONALITY TRAITS
Hit Point Maximum 21
-1 Strength
DEXTERITY 4 Dexterity
CURRENT HIT POINTS
2
1 Constitution
0 Intelligence
15 2 Wisdom
6 Charisma IDEALS
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS
1 3 Acrobatics (Dex)
3
13 3 Animal Handling (…
1 Arcana (Int) BONDS
INTELLIGENCE 0 Athletics (Str)
0
6 Deception (Cha) NAME ATK DAMAGE/TYPE
1 History (Int)
Vicious Mock… DC14 1d4 Psychic
11 4 Insight (Wis)
6 Intimidation (Cha) Healing Word 1d4+4 Healing
2 Investigation (Int) FLAWS
WISDOM
3 Medicine (Wis) Sleep 5d8 Hit Point…
2 1
6
Nature (Int)
Perception (Wis) Rapier +4 1d8+2 Piercing
Bardic Inspiration
14 6 Performance (Cha) Ritual Casting
Dagger +4 1d4+2 Piercing
6 Persuasion (Cha) Shelter of the Faithful
CHARISMA
4 Religion (Int)
ATTACKS & SPELLCASTING Jack of All Trades
4 3
3
Sleight of Hand (…
Stealth (Dex)
Song of Rest
15 Cutting Words
19 3 Survival (Wis) CP SP EP GP PP
FEATURES & TRAITS
SKILLS
1 Rapier
1 Entertainer's Pack
16 PASSIVE WISDOM (PERCEPTION)
1 Lute
1 Leather Armor
TOOL: Lute 1 Dagger
LANGUAGE: Celestial, Common 1 Holy Symbol
ARMOR: Light Armor 5 Stick of Incense
WEAPON: Hand Crossbow, Longsword, Rapier, EQUIPMENT
Shortsword, Simple weapons
OTHER PROFICIENCIES & LANGUAGES
NAME ATK DAMAGE/TYPE Total: 4 Total:
CP SP EP GP PP
4
1 Vestments BARDIC INSPIRATION
1 Common Clothes
1 Belt Pouch Total: Total:
1 Backpack
1 Bedroll
ATTACKS & SPELLCASTING
2 costume
5 Candle
Total: Total:
5 Rations
1 Waterskin
1 Disguise Kit
EQUIPMENT
CHARISMA 14 6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 0 6 0
Light
Vicious Mockery
4 0 7 0
1 4
5 0 8 0
Charm Person
Healing Word
Sleep
9 0
Disguise Self
2 2
Invisibility
Silence
FEATURES & TRAITS
Bardic Inspiration Song of Rest
You can inspire others through stirring words or Shelter of the Faithful Beginning at 2nd level, you can use soothing music
music. To do so, you use a bonus action on your As an acolyte, you command the respect of those or oration to help revitalize your wounded allies
turn to choose one creature other than yourself who share your faith, and you can perform the during a short rest. If you or any friendly creatures
within 60 feet of you who can hear you. That religious ceremonies of your deity. You and your who can hear your performance regain hit points at
creature gains one Bardic Inspiration die, a d6. adventuring companions can expect to receive free the end of the short rest by spending one or more
Once within the next 10 minutes, the creature can healing and care at a temple, shrine, or other Hit Dice, each of those creatures regains an extra
roll the die and add the number rolled to one ability established presence of your faith, though you must 1d6 hit points.
check, attack roll, or saving throw it makes. The provide any material components needed for spells.
creature can wait until after it rolls the d20 before Those who share your religion will support you Cutting Words
deciding to use the Bardic Inspiration die, but must (but only you) at a modest lifestyle. Also at 3rd level, you learn how to use your wit to
decide before the DM says whether the roll You might also have ties to a specific temple distract, confuse, and otherwise sap the confidence
succeeds or fails. Once the Bardic Inspiration die is dedicated to your chosen deity or pantheon, and and competence of others. When a creature that you
rolled, it is lost. A creature can have only one you have a residence there. This could be the can see within 60 feet of you makes an attack roll,
Bardic Inspiration die at a time. temple where you used to serve, or a temple where an ability check, or a damage roll, you can use your
You can use this feature a number of times equal to you have found a new home. While near your reaction to expend one of your uses of Bardic
your Charisma modifier (a minimum of once). You temple, you can call upon the priests for assistance, Inspiration, rolling a Bardic Inspiration die and
regain any expended uses when you finish a long provided the assistance you ask for is not hazardous subtracting the number rolled from the creature’s
rest. and you remain in good standing with your temple. roll. You can choose to use this feature after the
Your Bardic Inspiration die changes when you creature makes its roll, but before the DM
Jack of All Trades determines whether the attack roll or ability check
reach certain levels in this class. The die becomes a
Starting at 2nd level, you can add half your succeeds or fails, or before the creature deals its
d8 at 5th level, a d10 at 10th level, and a d12 at
proficiency bonus, rounded down, to any ability damage. The creature is immune if it can’t hear you
15th level.
check you make that doesn’t already include your or if it’s immune to being charmed.
Ritual Casting proficiency bonus.
You can cast any bard spell you know as a ritual if
that spell has the ritual tag.
SPELLS
Light Healing Word Disguise Self
evocation cantrip evocation 1 illusion 1
Casting Time: 1 action Casting Time: 1 bonus action Casting Time: 1 action
Range: Touch Range: 60 feet Range: Self
Target: One object that is no larger than 10 feet in Target: A creature of your choice that you can see Target: Self
any dimension within range Components: V S
Components: V M Components: V Duration: 1 hour
Duration: 1 hour Duration: Instantaneous Description:
Description: Description: You make yourself—including your clothing,
You touch one object that is no larger than 10 feet A creature of your choice that you can see within armor, weapons, and other belongings on your
in any dimension. Until the spell ends, the object range regains hit points equal to 1d4 + your person—look different until the spell ends or until
sheds bright light in a 20-foot radius and dim light spellcasting ability modifier. This spell has no you use your action to dismiss it. You can seem 1
for an additional 20 feet. The light can be colored effect on undead or constructs. foot shorter or taller and can appear thin, fat, or in
as you like. Completely covering the object with At Higher Levels: When you cast this spell using a between. You can’t change your body type, so you
something opaque blocks the light. The spell ends spell slot of 2nd level or higher, the Healing must adopt a form that has the same basic
if you cast it again or dismiss it as an action.<br increases by 1d4 for each slot level above 1st. arrangement of limbs. Otherwise, the extent of the
/>If you target an object held or worn by a hostile illusion is up to you.<br />The changes wrought by
creature, that creature must succeed on a Dexterity Sleep this spell fail to hold up to physical inspection. For
saving throw to avoid the spell. enchantment 1 example, if you use this spell to add a hat to your
Casting Time: 1 action outfit, objects pass through the hat, and anyone
Vicious Mockery Range: 90 feet who touches it would feel nothing or would feel
enchantment cantrip Target: Creatures within 20 feet of a point you your head and hair. If you use this spell to appear
Casting Time: 1 action choose within range (in ascending order of their thinner than you are, the hand of someone who
Range: 60 feet current hit points, ignoring unconscious creatures) reaches out to touch you would bump into you
Target: A creature you can see and that can hear Components: V S M while it was seemingly still in midair.<br />To
you within range Duration: 1 minute discern that you are disguised, a creature can use its
Components: V Description: action to inspect your appearance and must succeed
Duration: Instantaneous This spell sends creatures into a magical slumber. on an Intelligence (Investigation) check against
Description: Roll 5d8; the total is how many hit points of your spell save DC.
You unleash a string of insults laced with subtle creatures this spell can affect. Creatures within 20
enchantments at a creature you can see within feet of a point you choose within range are affected Invisibility
range. If the target can hear you (though it need not in ascending order of their current hit points illusion 2
understand you), it must succeed on a Wisdom (ignoring unconscious creatures). Starting with the Casting Time: 1 action
saving throw or take 1d4 psychic damage and have creature that has the lowest current hit points, each Range: Touch
disadvantage on the next attack roll it makes before creature affected by this spell falls unconscious Target: A creature you touch
the end of its next turn. until the spell ends, the sleeper takes damage, or Components: V S M
someone uses an action to shake or slap the sleeper Duration: ConcentrationUp to 1 hour
Charm Person awake. Subtract each creature’s hit points from the Description:
enchantment 1 total before moving on to the creature with the next A creature you touch becomes invisible until the
Casting Time: 1 action lowest hit points. A creature’s hit points must be spell ends. Anything the target is wearing or
Range: 30 feet equal to or less than the remaining total for that carrying is invisible as long as it is on the target’s
Target: A humanoid you can see within range creature to be affected. Undead and creatures person. The spell ends for a target that attacks or
Components: V S immune to being charmed aren’t affected by this casts a spell.
Duration: 1 hour spell. At Higher Levels: When you cast this spell using a
Description: At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one
You attempt to charm a humanoid you can see spell slot of 2nd level or higher, roll an additional additional creature for each slot level above 2nd.
within range. It must make a Wisdom saving throw, 2d8 for each slot level above 1st.
and does so with advantage if you or your
companions are fighting it. If it fails the saving
throw, it is charmed by you until the spell ends or
until you or your companions do anything harmful
to it. The charmed creature regards you as a
friendly acquaintance. When the spell ends, the
creature knows it 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.
Silence
illusion 2
Casting Time: 1 action
Range: 120 feet
Target: 20-foot-radius sphere centered on a point
you choose within range
Components: V S
Duration: ConcentrationUp to 10 minutes
Description:
For the duration, no sound can be created within or
pass through a 20-foot-radius sphere centered on a
point you choose within range. Any creature or
object entirely inside the sphere is immune to
thunder damage, and creatures are deafened while
entirely inside it. Casting a spell that includes a
verbal component is impossible there.