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Khakhan

Khakhan

Modified from Bwatford's work.
 
Wrenn Phah
Combat Medic, Alcoholic War Veteran
 
Soppzcij o
Gender: Male
Race: Mulabar (Half-Elf)
Alignment: True Neutral
Class: Bard 5
Background: Yerasol Veteran

Passive Perception: 14
Passive Investigation: 11
Passive Insight: 17

 

Hit Points: 38
Hit Dice: 5d8
AC: 14 (Leather Armor)
Initiative: +4
Size: Medium
Speed: 30 feet

zoJLseZg_o.gif

ABILITIES & SKILLS

Proficiency Bonus: +3

STR DEX CON INT WIS CHA

-1

8

+3

16

+2

14

+0

11

+1

12

+3

16

Save -1 Save +6 Save +5 Save +0 Save +1 Save +6
Athletics +2

Acrobatics +9 (E)

Sleight of Hand +4

Stealth +4

 

Arcana +1

History +1

Investigation +1

Nature +3

Religion +1

Animal Handling +2

Insight +7 (E)

Medicine +4

Perception +4

Survival +4

Deception +4

Intimidation +6

Performance +6

Persuasion +7

Bold denotes proficiency (saves & skills) / (E) denotes expertise.

 

PROFICIENCIES & ABILITIES

PROFICIENCIES LANGUAGES CLASS ABILITIES RACIAL TRAITS FEATS

Light Armor

Simple Weapons

Hand Crossbows

Longswords

Rapiers

Shortswords

Dice

Lute

Land Vehicles

Common

Elvish

Celestial

Bardic Inspiration (d8)You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one 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.

Jack of All Trades (+1)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.

Song of Rest (d6)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 by spending Hit Dice at the end of the short rest, 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.

Magical InspirationIf a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

Font of InspirationBeginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

College of LoreWhen you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. Medicine, Survival, Persuasion

Cutting WordsAlso at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen SensesYou have proficiency in the Perception skill.

Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep.

Skill VersatilityYou gain proficiency in two skills of your choice. Acrobatics, Nature

Resilient (Constitution)Choose one ability score. You gain the following benefits:

> Increase the chosen ability score by 1, to a maximum of 20.
> You gain proficiency in saving throws using the chosen ability.

Display of HeroismYou unfortunately have great experience rescuing allies on the battlefield. As an action you can assist an ally who is imperiled. You can lift the ally to their feet if they are prone, and if you have any movement left for the turn you can drag the ally with you. Until the start of your next turn, as long as the ally remains beside you, any attacks made against that ally have disadvantage. Your heroic
example can rouse your ally’s, even from the brink of consciousness, allowing the ally to spend a hit die to heal. Only 1 point is actual healing; the rest are temporary hit points.

At 5th level you can do this as a bonus action. At 10th level this no longer requires any action, though you can help no more than two allies this way per turn.

 

 

8437-200.pngATTACKS

WEAPON TO HIT DAMAGE PROPERTIES / (RANGE)
Rapier +6 1d8+3 Piercing Finesse
Dagger +6 1d4+3 Piercing Finesse, Light, Thrown (20/60)

 

spacer.pngSPELLS


Spell Slots: 4/4 (1st), 3/3 (2nd), 2/2 (3rd)

BARD - Spell Save DC: 14 Spell Attack Mod: +6 Spells Known: 8

CANTRIPS 1ST LEVEL 2ND LEVEL 3RD LEVEL

Friends (C)For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

PrestidigitationThis spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

> You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
> You instantaneously light or snuff out a candle, a torch, or a small campfire.
> You instantaneously clean or soil an object no larger than 1 cubic foot.
> You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
> You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
> You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Vicious MockeryYou unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Cure WoundsA creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Dissonant WhispersYou whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

SleepThis spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren’t affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

ThunderwaveA wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Heat Metal (C)Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Invisibility (C)A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Bestow Curse (C)You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

> Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
> While cursed, the target has disadvantage on attack rolls against you.
> While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
> While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

Hypnotic Pattern (C)You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL
       
8TH LEVEL 9TH LEVEL    
       

(C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

spacer.pngWIZARD SPELLBOOK


These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.)

CANTRIPS 1ST LEVEL 2ND LEVEL 3RD LEVEL

 

 

 

 

4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL
       
8TH LEVEL 9TH LEVEL    
       

(C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

money-dollar-circle-512.pngMONEY


Copper: 0 Silver: 0 Gold: 10 Obsidian: 0 Platinum: 0

(10 Coins * .02 lbs. = .2 lbs. Total Weight)

 

Encumbrance, heaviness, load, mass, sinker, stowage, weight icon - Download  on IconfinderENCUMBRANCE


Weight: 53.0 lbs. / 120 lbs. max. (15 x STR Score)
Status: Unencumbered
Penalty: None

 

688885-200.pngEQUIPMENT READIED


Equipped Items: (19 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

ARMOR (10 lbs.) WEAPONS (3 lbs.) READIED ITEMS (6 lbs.)
Leather Armor (10gp) - 10 lbs.

Rapier - 2 lbs.

Dagger - 1 lb.

Spell Component Pouch - 2 lbs.

Quiver of arrows (1gp) 1 lb.

Healer's Kit (5gp) - 3 lbs.

 

education_icons_IF-06-512.pngEQUIPMENT STORED


Stored Items: (27 lbs.)

Stored items can be retrieved with an action.

IN BACKPACK (11 lbs.) STRAPPED TO BACKPACK (16 lbs.) AT HOME (-- lbs.)

Backpack - 5 lbs.

Mess Kit - 1 lbs.

(10) Sheets of Parchment

(2) Scroll Cases - 2 lbs.
Bottle of Ink

Ink Pen

Vial of Perfume

Waterskin - 5 lbs.
Silk Rope & Grappling Hook - 9 lbs.

Bedroll & Blanket - 10 lbs.

Lute - 2 lbs.

Viol - 1 lbs.

Bagpipes - 6 lbs.
Spell Components (50gp)

A Set of Fine Clothes - 6 lbs.
Lamp - 1 lbs.
(5) Sheets of Paper
Sealing Wax

Soap

 

Item_necklace_9.pngMAGIC ITEMS


Magic Items: (0 lbs.)

 

NON-ATTUNED (0.0 lbs) ATTUNED 0/3 (0 lbs.)
 

 

Khakhan

Khakhan

Wrenn Phah
Combat Medic, Alcoholic War Veteran
 
Soppzcij o
Gender: Male
Race: Mulabar (Half-Elf)
Alignment: True Neutral
Class: Bard 5
Background: Yerasol Veteran

Passive Perception: 14
Passive Investigation: 11
Passive Insight: 17

 

Hit Points: 38
Hit Dice: 5d8
AC: 14 (Leather Armor)
Initiative: +4
Size: Medium
Speed: 30 feet

zoJLseZg_o.gif

ABILITIES & SKILLS

Proficiency Bonus: +3

STR DEX CON INT WIS CHA

-1

8

+3

16

+2

14

+0

11

+1

12

+3

16

Save -1 Save +6 Save +5 Save +0 Save +1 Save +6
Athletics +2

Acrobatics +9 (E)

Sleight of Hand +4

Stealth +4

 

Arcana +1

History +1

Investigation +1

Nature +3

Religion +1

Animal Handling +2

Insight +7 (E)

Medicine +4

Perception +4

Survival +4

Deception +4

Intimidation +6

Performance +6

Persuasion +7

Bold denotes proficiency (saves & skills) / (E) denotes expertise.

 

PROFICIENCIES & ABILITIES

PROFICIENCIES LANGUAGES CLASS ABILITIES RACIAL TRAITS FEATS

Light Armor

Simple Weapons

Hand Crossbows

Longswords

Rapiers

Shortswords

Dice

Lute

Land Vehicles

Common

Elvish

Celestial

Bardic Inspiration (d8)You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one 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.

Jack of All Trades (+1)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.

Song of Rest (d6)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 by spending Hit Dice at the end of the short rest, 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.

Magical InspirationIf a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

Font of InspirationBeginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

College of LoreWhen you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. Medicine, Survival, Persuasion

Cutting WordsAlso at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen SensesYou have proficiency in the Perception skill.

Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep.

Skill VersatilityYou gain proficiency in two skills of your choice. Acrobatics, Nature

Resilient (Constitution)Choose one ability score. You gain the following benefits:

> Increase the chosen ability score by 1, to a maximum of 20.
> You gain proficiency in saving throws using the chosen ability.

Display of HeroismYou unfortunately have great experience rescuing allies on the battlefield. As an action you can assist an ally who is imperiled. You can lift the ally to their feet if they are prone, and if you have any movement left for the turn you can drag the ally with you. Until the start of your next turn, as long as the ally remains beside you, any attacks made against that ally have disadvantage. Your heroic
example can rouse your ally’s, even from the brink of consciousness, allowing the ally to spend a hit die to heal. Only 1 point is actual healing; the rest are temporary hit points.

At 5th level you can do this as a bonus action. At 10th level this no longer requires any action, though you can help no more than two allies this way per turn.

 

 

8437-200.pngATTACKS

WEAPON TO HIT DAMAGE PROPERTIES / (RANGE)
Rapier +6 1d8+3 Piercing Finesse
Dagger +6 1d4+3 Piercing Finesse, Light, Thrown (20/60)

 

spacer.pngSPELLS


Spell Slots: 4/4 (1st), 3/3 (2nd), 2/2 (3rd)

BARD - Spell Save DC: 14 Spell Attack Mod: +6 Spells Known: 8

CANTRIPS 1ST LEVEL 2ND LEVEL 3RD LEVEL

Friends (C)For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

PrestidigitationThis spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

> You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
> You instantaneously light or snuff out a candle, a torch, or a small campfire.
> You instantaneously clean or soil an object no larger than 1 cubic foot.
> You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
> You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
> You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Vicious MockeryYou unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Cure WoundsA creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Dissonant WhispersYou whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

SleepThis spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren’t affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

ThunderwaveA wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Heat Metal (C)Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Invisibility (C)A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Bestow Curse (C)You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

> Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
> While cursed, the target has disadvantage on attack rolls against you.
> While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
> While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

Hypnotic Pattern (C)You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL
       
8TH LEVEL 9TH LEVEL    
       

(C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

spacer.pngWIZARD SPELLBOOK


These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.)

CANTRIPS 1ST LEVEL 2ND LEVEL 3RD LEVEL

 

 

 

 

4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL
       
8TH LEVEL 9TH LEVEL    
       

(C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

money-dollar-circle-512.pngMONEY


Copper: 0 Silver: 0 Gold: 10 Obsidian: 0 Platinum: 0

(10 Coins * .02 lbs. = .2 lbs. Total Weight)

 

Encumbrance, heaviness, load, mass, sinker, stowage, weight icon - Download  on IconfinderENCUMBRANCE


Weight: 53.0 lbs. / 120 lbs. max. (15 x STR Score)
Status: Unencumbered
Penalty: None

 

688885-200.pngEQUIPMENT READIED


Equipped Items: (19 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

ARMOR (10 lbs.) WEAPONS (3 lbs.) READIED ITEMS (6 lbs.)
Leather Armor (10gp) - 10 lbs.

Rapier - 2 lbs.

Dagger - 1 lb.

Spell Component Pouch - 2 lbs.

Quiver of arrows (1gp) 1 lb.

Healer's Kit (5gp) - 3 lbs.

 

education_icons_IF-06-512.pngEQUIPMENT STORED


Stored Items: (27 lbs.)

Stored items can be retrieved with an action.

IN BACKPACK (11 lbs.) STRAPPED TO BACKPACK (16 lbs.) AT HOME (-- lbs.)

Backpack - 5 lbs.

Mess Kit - 1 lbs.

(10) Sheets of Parchment

(2) Scroll Cases - 2 lbs.
Bottle of Ink

Ink Pen

Vial of Perfume

Waterskin - 5 lbs.
Silk Rope & Grappling Hook - 9 lbs.

Bedroll & Blanket - 10 lbs.

Lute - 2 lbs.

Viol - 1 lbs.

Bagpipes - 6 lbs.
Spell Components (50gp)

A Set of Fine Clothes - 6 lbs.
Lamp - 1 lbs.
(5) Sheets of Paper
Sealing Wax

Soap

 

Item_necklace_9.pngMAGIC ITEMS


Magic Items: (0 lbs.)

 

NON-ATTUNED (0.0 lbs) ATTUNED 0/3 (0 lbs.)
 

 

Khakhan

Khakhan

Wrenn Phah
Combat Medic, Alcoholic War Veteran
 
Soppzcij o
Gender: Male
Race: Mulabar (Half-Elf)
Alignment: True Neutral
Class: Bard 5
Background: Yerasol Veteran

Passive Perception: 14
Passive Investigation: 11
Passive Insight: 17

 

Hit Points: 38
Hit Dice: 5d8
AC: 14 (Leather Armor)
Initiative: +4
Size: Medium
Speed: 30 feet

 

ABILITIES & SKILLS

Proficiency Bonus: +3

STR DEX CON INT WIS CHA

-1

8

+3

16

+2

14

+0

11

+1

12

+3

16

Save -1 Save +6 Save +5 Save +0 Save +1 Save +6
Athletics +2

Acrobatics +9 (E)

Sleight of Hand +4

Stealth +4

 

Arcana +1

History +1

Investigation +1

Nature +3

Religion +1

Animal Handling +2

Insight +7 (E)

Medicine +4

Perception +4

Survival +4

Deception +4

Intimidation +6

Performance +6

Persuasion +7

Bold denotes proficiency (saves & skills) / (E) denotes expertise.

 

PROFICIENCIES & ABILITIES

PROFICIENCIES LANGUAGES CLASS ABILITIES RACIAL TRAITS FEATS

Light Armor

Simple Weapons

Hand Crossbows

Longswords

Rapiers

Shortswords

Dice

Lute

Land Vehicles

Common

Elvish

Celestial

Bardic Inspiration (d8)You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one 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.

Jack of All Trades (+1)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.

Song of Rest (d6)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 by spending Hit Dice at the end of the short rest, 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.

Magical InspirationIf a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

Font of InspirationBeginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

College of LoreWhen you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. Medicine, Survival, Persuasion

Cutting WordsAlso at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen SensesYou have proficiency in the Perception skill.

Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep.

Skill VersatilityYou gain proficiency in two skills of your choice. Acrobatics, Nature

Resilient (Constitution)Choose one ability score. You gain the following benefits:

> Increase the chosen ability score by 1, to a maximum of 20.
> You gain proficiency in saving throws using the chosen ability.

Display of HeroismYou unfortunately have great experience rescuing allies on the battlefield. As an action you can assist an ally who is imperiled. You can lift the ally to their feet if they are prone, and if you have any movement left for the turn you can drag the ally with you. Until the start of your next turn, as long as the ally remains beside you, any attacks made against that ally have disadvantage. Your heroic
example can rouse your ally’s, even from the brink of consciousness, allowing the ally to spend a hit die to heal. Only 1 point is actual healing; the rest are temporary hit points.

At 5th level you can do this as a bonus action. At 10th level this no longer requires any action, though you can help no more than two allies this way per turn.

 

 

8437-200.pngATTACKS

WEAPON TO HIT DAMAGE PROPERTIES / (RANGE)
Rapier +6 1d8+3 Piercing Finesse
Dagger +6 1d4+3 Piercing Finesse, Light, Thrown (20/60)

 

spacer.pngSPELLS


Spell Slots: 4/4 (1st), 3/3 (2nd), 2/2 (3rd)

BARD - Spell Save DC: 14 Spell Attack Mod: +6 Spells Known: 8

CANTRIPS 1ST LEVEL 2ND LEVEL 3RD LEVEL

Friends (C)For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

PrestidigitationThis spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

> You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
> You instantaneously light or snuff out a candle, a torch, or a small campfire.
> You instantaneously clean or soil an object no larger than 1 cubic foot.
> You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
> You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
> You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Vicious MockeryYou unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Cure WoundsA creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Dissonant WhispersYou whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

SleepThis spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren’t affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

ThunderwaveA wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Heat Metal (C)Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Invisibility (C)A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Bestow Curse (C)You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

> Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
> While cursed, the target has disadvantage on attack rolls against you.
> While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
> While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

Hypnotic Pattern (C)You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL
       
8TH LEVEL 9TH LEVEL    
       

(C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

spacer.pngWIZARD SPELLBOOK


These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.)

CANTRIPS 1ST LEVEL 2ND LEVEL 3RD LEVEL

 

 

 

 

4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL
       
8TH LEVEL 9TH LEVEL    
       

(C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

money-dollar-circle-512.pngMONEY


Copper: 0 Silver: 0 Gold: 10 Obsidian: 0 Platinum: 0

(10 Coins * .02 lbs. = .2 lbs. Total Weight)

 

Encumbrance, heaviness, load, mass, sinker, stowage, weight icon - Download  on IconfinderENCUMBRANCE


Weight: 53.0 lbs. / 120 lbs. max. (15 x STR Score)
Status: Unencumbered
Penalty: None

 

688885-200.pngEQUIPMENT READIED


Equipped Items: (19 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

ARMOR (10 lbs.) WEAPONS (3 lbs.) READIED ITEMS (6 lbs.)
Leather Armor (10gp) - 10 lbs.

Rapier - 2 lbs.

Dagger - 1 lb.

Spell Component Pouch - 2 lbs.

Quiver of arrows (1gp) 1 lb.

Healer's Kit (5gp) - 3 lbs.

 

education_icons_IF-06-512.pngEQUIPMENT STORED


Stored Items: (27 lbs.)

Stored items can be retrieved with an action.

IN BACKPACK (11 lbs.) STRAPPED TO BACKPACK (16 lbs.) AT HOME (-- lbs.)

Backpack - 5 lbs.

Mess Kit - 1 lbs.

(10) Sheets of Parchment

(2) Scroll Cases - 2 lbs.
Bottle of Ink

Ink Pen

Vial of Perfume

Waterskin - 5 lbs.
Silk Rope & Grappling Hook - 9 lbs.

Bedroll & Blanket - 10 lbs.

Lute - 2 lbs.

Viol - 1 lbs.

Bagpipes - 6 lbs.
Spell Components (50gp)

A Set of Fine Clothes - 6 lbs.
Lamp - 1 lbs.
(5) Sheets of Paper
Sealing Wax

Soap

 

Item_necklace_9.pngMAGIC ITEMS


Magic Items: (0 lbs.)

 

NON-ATTUNED (0.0 lbs) ATTUNED 0/3 (0 lbs.)
 

 

Khakhan

Khakhan

Wrenn Phah
Combat Medic, Alcoholic War Veteran
 
Soppzcij o
Gender: Male
Race: Mulabar (Half-Elf)
Alignment: True Neutral
Class: Bard 5
Background: Yerasol Veteran

Passive Perception: 14
Passive Investigation: 11
Passive Insight: 17

 

Hit Points: 38
Hit Dice: 5d8
AC: 14 (Leather Armor)
Initiative: +4
Size: Medium
Speed: 30 feet

 

ABILITIES & SKILLS

Proficiency Bonus: +3

STR DEX CON INT WIS CHA

-1

8

+3

16

+2

14

+0

11

+1

12

+3

16

Save -1 Save +6 Save +5 Save +0 Save +1 Save +6
Athletics +2

Acrobatics +9

Sleight of Hand +4

Stealth +4

 

Arcana +1

History +1

Investigation +1

Nature +3

Religion +1

Animal Handling +2

Insight +7

Medicine +4

Perception +4

Survival +4

Deception +4

Intimidation +6

Performance +6

Persuasion +7

Bold denotes proficiency (saves & skills).
 

PROFICIENCIES & ABILITIES

PROFICIENCIES LANGUAGES CLASS ABILITIES RACIAL TRAITS FEATS

Light Armor

Simple Weapons

Hand Crossbows

Longswords

Rapiers

Shortswords

Dice

Lute

Land Vehicles

Common

Elvish

Celestial

Bardic Inspiration (d8)You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one 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.

Jack of All Trades (+1)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.

Song of Rest (d6)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 by spending Hit Dice at the end of the short rest, 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.

Magical InspirationIf a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

Font of InspirationBeginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

College of LoreWhen you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. Medicine, Survival, Persuasion

Cutting WordsAlso at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen SensesYou have proficiency in the Perception skill.

Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep.

Skill VersatilityYou gain proficiency in two skills of your choice. Acrobatics, Nature

Resilient (Constitution)Choose one ability score. You gain the following benefits:

> Increase the chosen ability score by 1, to a maximum of 20.
> You gain proficiency in saving throws using the chosen ability.

Display of HeroismYou unfortunately have great experience rescuing allies on the battlefield. As an action you can assist an ally who is imperiled. You can lift the ally to their feet if they are prone, and if you have any movement left for the turn you can drag the ally with you. Until the start of your next turn, as long as the ally remains beside you, any attacks made against that ally have disadvantage. Your heroic
example can rouse your ally’s, even from the brink of consciousness, allowing the ally to spend a hit die to heal. Only 1 point is actual healing; the rest are temporary hit points.

At 5th level you can do this as a bonus action. At 10th level this no longer requires any action, though you can help no more than two allies this way per turn.

 

 

8437-200.pngATTACKS

WEAPON TO HIT DAMAGE PROPERTIES / (RANGE)
Rapier +6 1d8+3 Piercing Finesse
Dagger +6 1d4+3 Piercing Finesse, Light, Thrown (20/60)

 

spacer.pngSPELLS


Spell Slots: 4/4 (1st), 3/3 (2nd), 2/2 (3rd)

BARD - Spell Save DC: 14 Spell Attack Mod: +6 Spells Known: 8

CANTRIPS 1ST LEVEL 2ND LEVEL 3RD LEVEL

Friends (C)For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

PrestidigitationThis spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

> You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
> You instantaneously light or snuff out a candle, a torch, or a small campfire.
> You instantaneously clean or soil an object no larger than 1 cubic foot.
> You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
> You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
> You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Vicious MockeryYou unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Cure WoundsA creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Dissonant WhispersYou whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

SleepThis spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren’t affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

ThunderwaveA wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Heat Metal (C)Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Invisibility (C)A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Bestow Curse (C)You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

> Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
> While cursed, the target has disadvantage on attack rolls against you.
> While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
> While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

Hypnotic Pattern (C)You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL
       
8TH LEVEL 9TH LEVEL    
       

(C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

spacer.pngWIZARD SPELLBOOK


These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.)

CANTRIPS 1ST LEVEL 2ND LEVEL 3RD LEVEL

 

 

 

 

4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL
       
8TH LEVEL 9TH LEVEL    
       

(C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

money-dollar-circle-512.pngMONEY


Copper: 0 Silver: 0 Gold: 10 Obsidian: 0 Platinum: 0

(10 Coins * .02 lbs. = .2 lbs. Total Weight)

 

Encumbrance, heaviness, load, mass, sinker, stowage, weight icon - Download  on IconfinderENCUMBRANCE


Weight: 53.0 lbs. / 120 lbs. max. (15 x STR Score)
Status: Unencumbered
Penalty: None

 

688885-200.pngEQUIPMENT READIED


Equipped Items: (19 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

ARMOR (10 lbs.) WEAPONS (3 lbs.) READIED ITEMS (6 lbs.)
Leather Armor (10gp) - 10 lbs.

Rapier - 2 lbs.

Dagger - 1 lb.

Spell Component Pouch - 2 lbs.

Quiver of arrows (1gp) 1 lb.

Healer's Kit (5gp) - 3 lbs.

 

education_icons_IF-06-512.pngEQUIPMENT STORED


Stored Items: (27 lbs.)

Stored items can be retrieved with an action.

IN BACKPACK (11 lbs.) STRAPPED TO BACKPACK (16 lbs.) AT HOME (-- lbs.)

Backpack - 5 lbs.

Mess Kit - 1 lbs.

(10) Sheets of Parchment

(2) Scroll Cases - 2 lbs.
Bottle of Ink

Ink Pen

Vial of Perfume

Waterskin - 5 lbs.
Silk Rope & Grappling Hook - 9 lbs.

Bedroll & Blanket - 10 lbs.

Lute - 2 lbs.

Viol - 1 lbs.

Bagpipes - 6 lbs.
Spell Components (50gp)

A Set of Fine Clothes - 6 lbs.
Lamp - 1 lbs.
(5) Sheets of Paper
Sealing Wax

Soap

 

Item_necklace_9.pngMAGIC ITEMS


Magic Items: (0 lbs.)

 

NON-ATTUNED (0.0 lbs) ATTUNED 0/3 (0 lbs.)
 

 

Khakhan

Khakhan

Wrenn Phah
Combat Medic, Alcoholic War Veteran
 
Soppzcij o
Gender: Male
Race: Mulabar (Half-Elf)
Alignment: True Neutral
Class: Bard 5
Background: Yerasol Veteran

Passive Perception: 14
Passive Investigation: 11
Passive Insight: 17

 

Hit Points: 38
Hit Dice: 5d8
AC: 14 (Leather Armor)
Initiative: +4
Size: Medium
Speed: 30 feet

 

ABILITIES & SKILLS

Proficiency Bonus: +3

STR DEX CON INT WIS CHA

-1

8

+3

16

+2

14

+0

11

+1

12

+3

16

Save -1 Save +6 Save +5 Save +0 Save +1 Save +6
Athletics +2

Acrobatics +9

Sleight of Hand +4

Stealth +4

 

Arcana +1

History +1

Investigation +1

Nature +3

Religion +1

Animal Handling +2

Insight +7

Medicine +4

Perception +4

Survival +4

Deception +4

Intimidation +6

Performance +6

Persuasion +7

Bold denotes proficiency (saves & skills).
 

PROFICIENCIES & ABILITIES

PROFICIENCIES LANGUAGES CLASS ABILITIES RACIAL TRAITS FEATS

Light Armor

Simple Weapons

Hand Crossbows

Longswords

Rapiers

Shortswords

Dice

Lute

Land Vehicles

Common

Elvish

Celestial

Bardic Inspiration (d8)You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one 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.

Jack of All Trades (+1)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.

Song of Rest (d6)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 by spending Hit Dice at the end of the short rest, 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.

Magical InspirationIf a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

Font of InspirationBeginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

College of LoreWhen you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. Medicine, Survival, Persuasion

Cutting WordsAlso at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen SensesYou have proficiency in the Perception skill.

Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep.

 

Skill VersatilityYou gain proficiency in two skills of your choice. Acrobatics, Nature

Resilient (Constitution)Choose one ability score. You gain the following benefits:

> Increase the chosen ability score by 1, to a maximum of 20.
> You gain proficiency in saving throws using the chosen ability.

Display of HeroismYou unfortunately have great experience rescuing allies on the battlefield. As an action you can assist an ally who is imperiled. You can lift the ally to their feet if they are prone, and if you have any movement left for the turn you can drag the ally with you. Until the start of your next turn, as long as the ally remains beside you, any attacks made against that ally have disadvantage. Your heroic
example can rouse your ally’s, even from the brink of consciousness, allowing the ally to spend a hit die to heal. Only 1 point is actual healing; the rest are temporary hit points.

At 5th level you can do this as a bonus action. At 10th level this no longer requires any action, though you can help no more than two allies this way per turn.

 

 

8437-200.pngATTACKS

WEAPON TO HIT DAMAGE PROPERTIES / (RANGE)
Rapier +6 1d8+3 Piercing Finesse
Dagger +6 1d4+3 Piercing Finesse, Light, Thrown (20/60)

 

spacer.pngSPELLS


Spell Slots: 4/4 (1st), 3/3 (2nd), 2/2 (3rd)

BARD - Spell Save DC: 14 Spell Attack Mod: +6 Spells Known: 8

CANTRIPS 1ST LEVEL 2ND LEVEL 3RD LEVEL

Friends (C)For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

PrestidigitationThis spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

> You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
> You instantaneously light or snuff out a candle, a torch, or a small campfire.
> You instantaneously clean or soil an object no larger than 1 cubic foot.
> You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
> You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
> You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Vicious MockeryYou unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Cure WoundsA creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Dissonant WhispersYou whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

SleepThis spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren’t affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

ThunderwaveA wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Heat Metal (C)Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Invisibility (C)A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Bestow Curse (C)You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

> Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
> While cursed, the target has disadvantage on attack rolls against you.
> While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
> While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

Hypnotic Pattern (C)You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL
       
8TH LEVEL 9TH LEVEL    
       

(C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

spacer.pngWIZARD SPELLBOOK


These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.)

CANTRIPS 1ST LEVEL 2ND LEVEL 3RD LEVEL

 

 

 

 

4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL
       
8TH LEVEL 9TH LEVEL    
       

(C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

money-dollar-circle-512.pngMONEY


Copper: 0 Silver: 0 Gold: 10 Obsidian: 0 Platinum: 0

(10 Coins * .02 lbs. = .2 lbs. Total Weight)

 

Encumbrance, heaviness, load, mass, sinker, stowage, weight icon - Download  on IconfinderENCUMBRANCE


Weight: 53.0 lbs. / 120 lbs. max. (15 x STR Score)
Status: Unencumbered
Penalty: None

 

688885-200.pngEQUIPMENT READIED


Equipped Items: (19 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

ARMOR (10 lbs.) WEAPONS (3 lbs.) READIED ITEMS (6 lbs.)
Leather Armor (10gp) - 10 lbs.

Rapier - 2 lbs.

Dagger - 1 lb.

Spell Component Pouch - 2 lbs.

Quiver of arrows (1gp) 1 lb.

Healer's Kit (5gp) - 3 lbs.

 

education_icons_IF-06-512.pngEQUIPMENT STORED


Stored Items: (27 lbs.)

Stored items can be retrieved with an action.

IN BACKPACK (11 lbs.) STRAPPED TO BACKPACK (16 lbs.) AT HOME (-- lbs.)

Backpack - 5 lbs.

Mess Kit - 1 lbs.

(10) Sheets of Parchment

(2) Scroll Cases - 2 lbs.
Bottle of Ink

Ink Pen

Vial of Perfume

Waterskin - 5 lbs.
Silk Rope & Grappling Hook - 9 lbs.

Bedroll & Blanket - 10 lbs.

Lute - 2 lbs.

Viol - 1 lbs.

Bagpipes - 6 lbs.
Spell Components (50gp)

A Set of Fine Clothes - 6 lbs.
Lamp - 1 lbs.
(5) Sheets of Paper
Sealing Wax

Soap

 

Item_necklace_9.pngMAGIC ITEMS


Magic Items: (0 lbs.)

 

NON-ATTUNED (0.0 lbs) ATTUNED 0/3 (0 lbs.)
 

 

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