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Fígaro

The document outlines the character sheet for a Half-Elf Bard named Fígaro, detailing their abilities, skills, spells, and equipment. It includes information on their attributes, proficiency bonuses, and various traits such as Bardic Inspiration and Fey Ancestry. Additionally, it lists spells available to the character, including Vicious Mockery and Charm Person, along with their effects and casting details.

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0% found this document useful (0 votes)
2 views5 pages

Fígaro

The document outlines the character sheet for a Half-Elf Bard named Fígaro, detailing their abilities, skills, spells, and equipment. It includes information on their attributes, proficiency bonuses, and various traits such as Bardic Inspiration and Fey Ancestry. Additionally, it lists spells available to the character, including Vicious Mockery and Charm Person, along with their effects and casting details.

Uploaded by

Jack
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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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.

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