d&d Character Sheet
CHANCE MALEZIRE "LEVEL: 14" |
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bard CLASS |
urchin BACKGROUND |
sam PLAYER NAME |
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tiefling RACE |
neutral ALIGNMENT |
n/a XP POINTS |
_____________________ 09 Strength ( -1 ) 17 Constitution ( +3 ) HEALTH: 115 ( 14d8 ) PASSIVE WISDOM: 22 |
_____________________ 20 Charisma ( +5 ) 14 Dexterity ( +2 ) PROFICIENCY BONUS: +5 » SAVING THROWS -1 strength 07 dexterity ✔ 03 constitution 01 intelligence 02 wisdom 10 charisma ✔ |
_____________________ 12 Intelligence ( +1 ) 14 Wisdom ( +2 ) Speed: 30 ft AC: 14 ( 10 + DEX + Studded Leather armor ) Initiative: 04 |
________________________________________ SKILLS 4 Acrobatics 4 Animal Handling ( wis ) 3 Arcana ( int ) 1 Athletics ( str ) 15 Deception ( cha ) ✔✔ 3 History ( int ) 4 Insight ( wis ) 7 Intimidation ( cha ) 3 Investigation ( int ) 4 Medicine ( wis ) 3 Nature ( int ) 12 Perception ( wis ) ✔✔ 7 Performance ( cha ) 15 Persuasion ( cha ) ✔✔ 3 Religion ( int ) 12 Sleight of Hand ( dex ) ✔✔ 7 Stealth ( dex ) ✔ 4 Survival ( wis ) |
________________________________________ SPELLS & ATTACKS sc ability: CHARISMA spell save dc: 18 spell attack bonus: 10 spell slots: 04 Cantrips 04 Level 1 | 03 Level 2 03 Level 3 | 03 Level 4 02 Level 5 | 01 Level 6 01 Level 7 | 00 Level 8 COLLEGE College of Glamour ( see features below ) CANTRIPS
SPELLS
ATTACKS
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________________________________________ ITEMS & PROFICIENCIES EQUIPMENT 1 Rapier 1 Entertainer's Pack 1 Viol 1 Studded Leather Armor 1 Dagger 1 Costume Clothes 1 Common Clothes 1 Disguise Kit 1 Potion of Healing TOOL PROFICIENCIES
LANGUAGES Common Infernal WEAPONS & ARMOR Light Armor Simple Weapons Hand Crossbows Longswords Rapiers Shortswords |
FEATURE/TRAIT | DESCRIPTION |
DARKVISION | Can see in dim light up to 60 feet as if it were bright light, and in darkness as if it were dim light. Cannot discern color in darkness, only shades of gray |
HELLISH RESISTANCE | Resistance to fire damage |
INFERNAL LEGACY | You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Hellish Rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a Long Rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a Long Rest. Charisma is your spellcasting ability for these Spells. |
BARDIC INSPIRATION | Bonus action on one creature within 60 feet to gain 1 Bardic Inspiration die. A creature can only have 1 BID at a time. That creature can roll 1d10 and add to ability check, attack roll, or saving throw. Can decide after initial roll, but before DM states success or loss. Refill after long rest. |
SONG OF REST | Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points. |
JACK OF ALL TRADES | Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus (already applied). |
EXPERTISE | At 3rd level and 10th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies (already applied above). |
COUNTERCHARM | At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. 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). |
MAGICAL SECRETS | By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional spells from any class at 14th level and again at 18th level (already applied above). |
DEFENSIVE DUELIST | When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. |
WAR CASTER | You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. |