Bard 1                              Artista
CLASSE & NÍVEL                      ANTECEDENTE                     NOME DO JOGADOR
   Fígaro
                                                                 Half-Elf                            Chaotic Neutral
                                                                 RAÇA                                ALINHAMENTO                     PONTOS DE EXPERIÊNCIA
           NOME DO PERSONAGEM
                                    INSPIRAÇÃO
   FORÇA                                                13                   2                  30
    1                2       BÔNUS DE PROFICIÊNCIA
    12                                                                                                                    TRAÇOS DE PERSONALIDADE
                                                      Pontos de Vida Máximo               10
                         1    Força
 DESTREZA                4    Destreza
                                                                  PONTOS DE VIDA ATUAIS
    2
                         2    Constituição
                         1    Inteligência
    15                   1    Sabedoria
                         7    Carisma                                                                                                  IDEAIS
                                                               PONTOS DE VIDA TEMPORÁRIOS
CONSTITUIÇÃO                 SALVAGUARDAS
    2                    4    Acrobacia (Des)
                                                                  1
    15                   1    Adestrar Animais …
                         1    Arcanismo (Int)                                                                                         VÍNCULOS
INTELIGÊNCIA             1    Atletismo (For)
    1
                         7    Enganação (Car)        NOME                  ATQ        DANO/TIPO
                         1    História (Int)
                                                      Vicious Mock…         DC15       1d4 Psychic
    12                   1    Intuição (Sab)
                         5    Intimidação (Car)       Rapier                +4         1d8+2 Piercing
                         1    Investigação (Int)                                                                                      DEFEITOS
 SABEDORIA
                         1    Medicina (Sab)          Dagger                +4         1d4+2 Piercing
    1                    1
                         3
                              Natureza (Int)
                              Percepção (Sab)
                                                                 ATAQUES & CONJURAÇÃO
                                                                                                                Bardic Inspiration
    13                   7    Atuação (Car)                                                                     Ritual Casting
                         7    Persuasão (Car)                                            0
                                                                                                                Darkvision
  CARISMA                                               CP            SP         EP            GP       PP
                         1    Religião (Int)
                                                                                                                Fey Ancestry
    5                    4
                         4
                              Prestidigitação (D…
                              Furtividade (Des)
                                                     1 Rapier                                                             CARACTERÍSTICAS & TRAÇOS
                                                     1 Entertainer's Pack
    20                   1    Sobrevivência (Sab)
                                                     1 Lute
                               PERÍCIAS              1 Leather Armor
                                                     1 Dagger
                                                     2 costume
13             SABEDORIA PASSIVA (PERCEPÇÃO)
                                                     1 Backpack
                                                                       EQUIPAMENTO
 FERRAMENTA: Flute, Lute, Viol
 IDIOMA: Common, Draconic, Elvish
 ARMADURA: Light Armor
 ARMA: Hand Crossbow, Longsword, Rapier,
 Shortsword, Simple weapons
         OUTRAS PROFICIÊNCIAS & IDIOMAS
NOME         ATQ     DANO/TIPO                                             Total:       5       Total:
                                     CP           SP      EP     GP   PP
                                                                                    5
                                 1 Bedroll                                 BARDIC INSPIRATION
                                 5 Candle
                                 5 Rations                                 Total:               Total:
                                 1 Waterskin
                                 1 Disguise Kit
       ATAQUES & CONJURAÇÃO
                                                                           Total:               Total:
                                                   EQUIPAMENTO
                                           CARISMA           15                  7
                                         SPELLCASTING   SPELL SAVE DC       SPELL ATTACK
            SPELLCASTING                    ABILITY                            BONUS
            CLASS
  0                    TRUQUES   3   0                      6           0
Vicious Mockery
Minor Illusion
                                 4   0                      7           0
  1          2
                                 5   0                      8           0
  Hideous Laughter
  Charm Person
  Faerie Fire
                                                            9           0
  Dissonant Whispers
  2          0
                                           CARACTERÍSTICAS & TRAÇOS
Bardic Inspiration
You can inspire others through stirring words or        Ritual Casting
music. To do so, you use a bonus action on your         You can cast any bard spell you know as a ritual if
turn to choose one creature other than yourself         that spell has the ritual tag.
within 60 feet of you who can hear you. That
                                                        Darkvision
creature gains one Bardic Inspiration die, a d6.
                                                        Thanks to your elf blood, you have superior vision
Once within the next 10 minutes, the creature can
                                                        in dark and dim conditions. You can see in dim
roll the die and add the number rolled to one ability
                                                        light within 60 feet of you as if it were bright light,
check, attack roll, or saving throw it makes. The
                                                        and in darkness as if it were dim light. You can't
creature can wait until after it rolls the d20 before
                                                        discern color in darkness, only shades of gray.
deciding to use the Bardic Inspiration die, but must
decide before the DM says whether the roll              Fey Ancestry
succeeds or fails. Once the Bardic Inspiration die is   You have advantage on saving throws against being
rolled, it is lost. A creature can have only one        charmed, and magic can't put you to sleep.
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.
                                                                         MAGIAS
Vicious Mockery                                                                                                      Faerie Fire
Encantamento cantrip                                     Hideous Laughter                                            Evocação 1
Tempo de Conjuração: 1 action                            Encantamento 1                                              Tempo de Conjuração: 1 action
Alcance: 60 feet                                         Tempo de Conjuração: 1 action                               Alcance: 60 feet
Alvo: A creature you can see and that can hear you       Alcance: 30 feet                                            Alvo: Each object in a 20-foot cube within range
within range                                             Alvo: A creature of your choice that you can see            Componentes: V
Componentes: V                                           within range                                                Duração: ConcentraçãoUp to 1 minute
Duração: Instantaneous                                   Componentes: V S M                                          Descrição:
Descrição:                                               Duração: ConcentraçãoUp to 1 minute                         Each object in a 20-foot cube within range is
You unleash a string of insults laced with subtle        Descrição:                                                  outlined in blue, green, or violet light (your choice).
enchantments at a creature you can see within            A creature of your choice that you can see within           Any creature in the area when the spell is cast is
range. If the target can hear you (though it need not    range perceives everything as hilariously funny and         also outlined in light if it fails a Dexterity saving
understand you), it must succeed on a Wisdom             falls into fits of laughter if this spell affects it. The   throw. For the duration, objects and affected
saving throw or take 1d4 psychic damage and have         target must succeed on a Wisdom saving throw or             creatures shed dim light in a 10-foot radius. Any
disadvantage on the next attack roll it makes before     fall prone, becoming incapacitated and unable to            attack roll against an affected creature or object has
the end of its next turn.                                stand up for the duration. A creature with an               advantage if the attacker can see it, and the affected
                                                         Intelligence score of 4 or less isn’t affected. At the      creature or object can’t benefit from being
Minor Illusion                                           end of each of its turns, and each time it takes            invisible.
Ilusão cantrip                                           damage, the target can make another Wisdom
Tempo de Conjuração: 1 action                            saving throw. The target has advantage on the               Dissonant Whispers
Alcance: 30 feet                                         saving throw if it’s triggered by damage. On a              Encantamento 1
Alvo: See text                                           success, the spell ends.                                    Tempo de Conjuração: Action
Componentes: S M                                                                                                     Alcance: 60 feet
Duração: 1 minute                                        Charm Person                                                Alvo: 1
Descrição:                                               Encantamento 1                                              Componentes: V
You create a sound or an image of an object within       Tempo de Conjuração: 1 action                               Duração: Instantaneous
range that lasts for the duration. The illusion also     Alcance: 30 feet                                            Descrição:
ends if you dismiss it as an action or cast this spell   Alvo: A humanoid you can see within range                   One creature of your choice that you can see within
again. If you create a sound, its volume can range       Componentes: V S                                            range hears a discordant melody in its mind. The
from a whisper to a scream. It can be your voice,        Duração: 1 hour                                             target makes a Wisdom saving throw. On a failed
someone else’s voice, a lion’s roar, a beating of        Descrição:                                                  save, it takes 3d6 Psychic damage and must
drums, or any other sound you choose. The sound          You attempt to charm a humanoid you can see                 immediately use its Reaction, if available, to move
continues unabated throughout the duration, or you       within range. It must make a Wisdom saving throw,           as far away from you as it can, using the safest
can make discrete sounds at different times before       and does so with advantage if you or your                   route. On a successful save, the target takes half as
the spell ends. If you create an image of an object      companions are fighting it. If it fails the saving          much damage only. Using a Higher-Level Spell
—such as a chair, muddy footprints, or a small           throw, it is charmed by you until the spell ends or         Slot. The damage increases by 1d6 for each spell
chest—it must be no larger than a 5-foot cube. The       until you or your companions do anything harmful            slot level above 1.
image can’t create sound, light, smell, or any other     to it. The charmed creature regards you as a
sensory effect. Physical interaction with the image      friendly acquaintance. When the spell ends, the
reveals it to be an illusion, because things can pass    creature knows it was charmed by you.
through it. If a creature uses its action to examine     Em Níveis Superiores: When you cast this spell
the sound or image, the creature can determine that      using a spell slot of 2nd level or higher, you can
it is an illusion with a successful Intelligence         target one additional creature for each slot level
(Investigation) check against your spell save DC. If     above 1st. The creatures must be within 30 feet of
a creature discerns the illusion for what it is, the     each other when you target them.
illusion becomes faint to the creature.