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. |



College Of Glamour
The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.
Starting at 3rd level, you can charge your performance with seductive, fey magic. If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its saving throw, the target has no hint that you tried to charm it. Once you use this feature, you can’t use it again until you finish a short or long rest.
At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot. Any creature charmed by you automatically fails its saving throw against the command you cast with this feature. Once you use this feature, you can’t use it again until you finish a long rest.
At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce. In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn. Once you assume this majestic presence, you can’t do so again until you finish a short or long rest.