barded: (Default)
𝕮ʜᴀɴᴄᴇ 𝕸ᴀʟᴇᴢɪʀᴇ ([personal profile] barded) wrote2018-02-24 05:15 pm

d&d Character Sheet

CHANCE MALEZIRE

"LEVEL: 14"


bard
CLASS
urchin
BACKGROUND
sam
PLAYER NAME
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 ( dex )
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
NAMEATKDAMAGE/TYPE
Vicious MockeryDC18 wis3d4 Psychic
Thaumaturgy30 ftn/a
Blade WardSelfn/a
Eldritch Blast+101d10 x 3 beams
Toll the DeadDC18 wis3d8 OR 3d12


SPELLS
Armor of AgathysSelf5 x Spell Level
Sleep20 ft5d8 Effect
BaneDC18 cha/30ft-1d4 per attack/saving
Cure Woundstouch1d8+5
Mirror ImageSelfd20 / AC=12
Shatter60ft/10ft sphere3d8
Dispel Magic120ftDC10+Spell Level
Hypnotic PatternDC18 wisCharms on fail
TonguesTouchUnderstand any language and be understood
Charm MonsterDC18 wisCharms monster on fail
Greater InvisibilityTouchInvisible for 1 min
MisleadSelfGo invisible and create a double
Modify MemoryDC18 wisAlter 10 min memory within last 24 hrs
SeemingDC18 chaDisguise a target with illusion
EyebiteSelf/DC18 wis/1 minAsleep/Panic/Sicken a target on fail
Otto's Irresistible DanceDC18 wisCreature dances, has dadv on certain rolls, and attack has adv on a fail save
RegenerateTouchHeal 4d8+15 and regrow missing appendages in 2 mins
TeleportInstantaneousTeleport 8 willing creatures to a place seen before
Hellish RebukeDC18 dex2d10
Darkness60ft/15ft sphereCreate sphere of unseeable darkness even with darkvision


ATTACKS
Rapier+71d8+2 Piercing
Dagger+71d8+2 Piercing

________________________________________
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
TOOLPROATTRIBUTE
Playing Card Set+7DEXTERITY
Lute+10CHARISMA
Pan Flute+10CHARISMA
Viol+10CHARISMA
Thieve's Tools+7DEXTERITY
Disguise Kit+7DEXTERITY


LANGUAGES
Common
Infernal

WEAPONS & ARMOR
Light Armor
Simple Weapons
Hand Crossbows
Longswords
Rapiers
Shortswords



FEATURE/TRAIT DESCRIPTION
DARKVISIONCan 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 RESISTANCEResistance to fire damage
INFERNAL LEGACYYou 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 INSPIRATIONBonus 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 RESTBeginning 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 TRADESStarting 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).
EXPERTISEAt 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).
COUNTERCHARMAt 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 SECRETSBy 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 DUELISTWhen 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 CASTERYou 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.


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