5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
Rapier | +5 | 1d8+2 piercing | 5 | |
Dagger | +5 | 1d4+2 piercing | 20/60 | |
Sword | +6 | 1d8+3 slashing | 5 | |
Hand Crossbow | +6 | 1d6+2 | 30/120 |
Cantrips: Vicious Mockery, Mage Hand, Minor Illusion
1st: Healing Word, Dissonant Whispers
2nd: Invisibility, Suggestion
3rd: Hypnotic Pattern, Clairvoyance
4th: Polymorph
Cantrips: [spell]Vicious Mockery[/spell], [spell]Mage Hand[/spell], [spell]Minor Illusion[/spell]
1st: [spell]Healing Word[/spell], [spell]Dissonant Whispers[/spell]
2nd: [spell]Invisibility[/spell], [spell]Suggestion[/spell]
3rd: [spell]Hypnotic Pattern[/spell], [spell]Clairvoyance[/spell]
4th: [spell]Polymorph[/spell]
Racial
Darkvision 60ft
Menacing: Proficiency in the Intimidation skill.
Relentless Endurance: 1/long rest, when reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
Savage Attacks: On a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Class
Ritual Casting: You can cast bard spells as rituals.
Spellcasting Focus: Instrument
Bardic Inspiration: Bonus action, other creature within 60 ft gains a d6 inspiration die. Within 10 minutes, can be added to a roll after the roll is made (but before outcome). Can only have 1 die at a time, usable Charisma modifier times per long rest.
Jack of All Trades: You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Song of Rest: If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Bonus Proficiencies (Valor): you gain proficiency with medium armor, shields, and martial weapons.
Combat Inspiration (Valor): A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC
Expertise: Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Font of Inspiration: You regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
Extra Attack (Valor): You can attack twice
Countercharm: As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
[b]Darkvision[/b] 60ft
[b]Menacing:[/b] Proficiency in the Intimidation skill.
[b]Relentless Endurance:[/b] 1/long rest, when reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
[b]Savage Attacks:[/b] On a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
[b]Class[/b]
[b]Ritual Casting:[/b] You can cast bard spells as rituals.
[b]Spellcasting Focus:[/b] Instrument
[b]Bardic Inspiration:[/b] Bonus action, other creature within 60 ft gains a [d6] inspiration die. Within 10 minutes, can be added to a roll after the roll is made (but before outcome). Can only have 1 die at a time, usable Charisma modifier times per long rest.
[b]Jack of All Trades:[/b] You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
[b]Song of Rest:[/b] If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra [1d6] hit points. The extra hit points increase when you reach certain levels in this class: to [1d8] at 9th level, to [1d10] at 13th level, and to [1d12] at 17th level.
[b]Bonus Proficiencies (Valor):[/b] you gain proficiency with medium armor, shields, and martial weapons.
[b]Combat Inspiration (Valor):[/b] A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC
[b]Expertise:[/b] Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
[b]Font of Inspiration:[/b] You regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
[b]Extra Attack (Valor):[/b] You can attack twice
[b]Countercharm:[/b] As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
Leather Armor
Dagger
Lute
Entertainer's Pack
Languages: Common, Orc
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