Guild Artisian
Yoi Chovri
College of Glamour NAME
Bard
Class Archetype
Satyr
RACE
PROFECIE SW
T
LI
GN IATIVE BON
U EE I
IT
NC
M
IN
F
R CLAS IRATIO
A
O SP
Y
HP
S
RM N
N
S
Chaotic
35
I
Good +2
Y SPEED C
9
LI
FL
W EA P O N
MB
MP MAX
TE
NAME Short Sword ATTACK BONUS NA
DICE
H IT
DAMAGE 1d6 DAMAGE TYPE Piercing
DE AT C C ES S
NA NA
H SU
DISTANCE CHARGES
T RU M E N T S
NAME Dagger ATTACK BONUS INS
DAMAGE 1d4 DAMAGE TYPE Piercing NAME SKILL MOD
TOTAL
DISTANCE CHARGES
NAME ATTACK BONUS
DAMAGE DAMAGE TYPE
DISTANCE CHARGES
SKILLS
S T RE N G T H D E XT E R I T Y CO
N S TI T U T I O N
12 13 13
passive perception
+1 - +1 +3 +1 -
Mod Saving
throws
Mod Saving
throws
Mod Saving
throws
C LA S S
Athletics +2 Acrobatics
R E S OU R C E S
Stealth ENT TOTA ENT TOTA
RR RR
L
L
CU
CU
Sleight of hand
INT
E LL I G E N C E W I SD O M C H AR I S M A
12 14 19
+1 - +2 - +4 +6
Regeneration Regeneration
Mod Saving Mod Saving Mod Saving
throws throws throws
U
L A NG A G E S
Arcana Animal handling Deception
History Insight *
Intimidation
Investigation Medicine Performance Common, Elvish, Sylvan
Nature Perception Persuasion a
Religion Survival
TYPE V R I SOURCE Cold Acid
Bludgeoning Fire Psychic
Piercing Force Radiant
Slashing Electricity Thunder
Poison Necrotic
SPELL SLOT TRACKER
LL SA VE D C
SPE
Spells known
&
2 ATOR 12 SPELL
FIC A
DI
TA
·
SPELL MO
CK BONU
Cantrips known
+4
2
S
Silvery Barbs Healing Word Dissonant Whispers
1 Saving throw 1 Saving throw 1 X Saving throw
Level Concentration Ritual Level Concentration Ritual Level Concentration Ritual
1 reaction 60 feet Instantaneous 1 bonus action 60 feet Instantaneous 1 action 60 feet Instantaneous
Duration Range Casting time Duration Range Casting time Duration Range Casting time
You magically distract the triggering creature and turn You whisper a discordant melody that only one creature of your choice
A creature of your choice that you can see within range can hear, wracking it with terrible pain. The target must
its momentary uncertainty into encouragement for
another creature. The triggering creature must reroll the within range regains hit points equal to 1d4 + make a Wisdom saving throw. On a failed save, it takes 3d6 psychic
damage and must immediately use its reaction, if available, to move as far
d20 and use the lower roll. your spellcasting ability modifier. This spell has as its speed allows away from you. The creature doesn’t move into
You can then choose a different creature you can see no effect on undead or constructs. obviously dangerous ground, such as a fire or a pit. On a successful save,
the target takes half as much damage and doesn’t have to move away. A
within range (you can choose yourself). The chosen deafened creature automatically succeeds on the save.
creature has advantage on the next attack roll, ability
check, or saving throw it makes within 1 minute. A
At Higher Levels. When you cast this spell using a spell slot of 2nd level or
creature can be empowered by only one use of this spell higher, the damage increases by 1d6 for each slot level above 1st.
at a time.
Charm Person
1 Saving throw Saving throw Saving throw
Level Concentration Ritual Level Concentration Ritual Level Concentration Ritual
1 action 30 feet 1 Hour
Duration Range Casting time Duration Range Casting time Duration Range Casting time
You attempt to charm a humanoid you can see within range.
It must make a Wisdom saving throw, 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.
Saving throw Saving throw Saving throw
Level Concentration Ritual Level Concentration Ritual Level Concentration Ritual
Duration Range Casting time Duration Range Casting time Duration Range Casting time
Armor: Light armor
Weapons: Simple weapons, hand
crossbows, longswords, rapiers,
shortswords
mus
ANTRIPS
CProficiencies
Instruments: Shawm, lyre, pan flute,
viol
CA NTRIPS Prestidigitation
Casting Time: 1 action
Friends Range: 10 feet
Casting Time: 1 action Components: V, S
Range: Self Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You
Components: S, M (a small amount of makeup applied to the
create one of the following magical effects within range:
face as this spell is cast) You create an instantaneous, harmless sensory effect, such as a shower of
Duration: Concentration, up to 1 minute sparks, a puff of wind, faint musical notes, or an odd odor.
For the duration, you have advantage on all Charisma checks You instantaneously light or snuff out a candle, a torch, or a small campfire.
directed at one creature of your choice that isn't hostile You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
toward you. When the spell ends, the creature realizes that You make a color, a small mark, or a symbol appear on an object or a surface
you used magic to influence its mood and becomes hostile for 1 hour.
toward you. A creature prone to violence might attack you. You create a nonmagical trinket or an illusory image that can fit in your hand
Another creature might seek retribution in other ways (at the and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-
DM's discretion), depending on the nature of your interaction
instantaneous effects active at a time, and you can dismiss such an effect as
with it. an action.
Additional
features & traits
Apart of a Weavers and Dyers Guild
“I'm rude to people who lack my commitment to hard work and fair play.”
Freedom Ideal - Everyone should be free to pursue his or her own livelihood.
I created a great work for someone, and then found them
unworthy to receive it. I'm still looking for someone worthy.
I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go,
I'm surrounded by rivals.
TOTAL
ATTACKS
TOTAL
WEALTH
GOLD
ATTTACK ATTTACK MOD DAMAGE DAMAGE TYPE
1d6 Bludgeoning R 22 S
Ram STR PE
IL
P
CO
VE
R
M
EL EC
NU I
TR
AT
UM
PL
E Q U I PMENT
NOTES
X
Light armor Medium armor Heavy armor
XX
Schield Simple weapon Martial weapon
TOTAL
LOOT
A set of weavers tools
A letter of introduction from your guild
A set of traveler's clothes
A pouch containing 15 GP
Diplomats Pack
Chest, 2 cases for maps and scrolls, a set of
fine clothes, a bottle of ink, an ink pen, a
lamp, 2 flasks of oil, 5 sheets of paper, a vial
of perfume, sealing wax, and soap.
Lyre
Leather Armor
Dagger
=>>
EN
ADV TURE
ABOUT
NOTES
Age - 43
Size - 5’10”
Creature Type - Fey
Hair - Shoulder Length white curly hair
Eyes - Golden with sheep like pupils
Legs - Sheep like, fluffy white wool
Tail - ‘cow’ like, long and slender (about 3 feet) with a white fluffy tuft of wool at the end
EN
ADV TURE
=
ABOUT NOTES
Guild Membership
As an established and respected member of a guild, you can rely on certain benefits that membership
provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your
funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your
profession, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a
good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful
political figures through the guild, if you are a member in good standing. Such connections might require the
donation of money or magic items to the guild's coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to
remain in the guild's good graces.
Spellcasting Ability
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you
pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your
spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard
spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.
Bardic Inspiration
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to
choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one
Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check,
attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use
the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the
Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain
any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th
level, a d10 at 10th level, and a d12 at 15th level.
Magic Resistance. You have advantage on saving throws against spells.
Mirthful Leaps. Whenever you make a long jump or a high jump, you can roll a d8 and add the number rolled
to the number of feet you cover, even when making a standing jump. This extra distance costs movement as
normal.
Reveler. As an embodiment of revelry, you have proficiency in the Performance and Persuasion skills, and
you have proficiency with one musical instrument of your choice.