Bard [College of Lore] (3) CLASS & LEVEL Francis Walker (Frank) Half-Elf Neutral ALIGNMENT RACE CHARACTER NAME Entertainer BACKGROUND Ed PLAYER NAME EXPERIENCE POINTS INSPIRATION STRENGTH -1 13 +2 +3 ARMOR CLASS PROFICIENCY BONUS 8 SPEED PERSONALITY TRAITS Hit Point Maximum -1 Strength DEXTERITY ● +2 ● 14 +4 Acrobatics (Dex) ● +2 Arcana (Int) 0 +2 History (Int) ● +4 Insight (Wis) ● SUCCESSES HIT DICE +4 Deception (Cha) ● FAILURES NAME +4 Shortbow +4 1d4+2 piercing 1d6+2 piercing +2 Investigation (Int) +2 Nature (Int) ● +4 Perception (Wis) ● +7 Performance (Cha) ● +7 Persuasion (Cha) Number of Attacks: 1 +1 Religion (Int) +3 Sleight of Hand (Dex) ● FLAWS ATK BONUS DAMAGE/TYPE +3 Medicine (Wis) +3 - People find me to be quite likeable, but often forget my name. - I am often a coward but I try my best to do what I think is right. DEATH SAVES Dagger ● CHARISMA 16 BONDS Athletics (Str) +4 Intimidation (Cha) 14 TEMPORARY HIT POINTS 3x(1d8+2) +3 Animal Handling (Wis) INTELLIGENCE +2 IDEALS +5 Charisma SAVING THROWS +2 WISDOM CURRENT HIT POINTS Intelligence +2 Wisdom CONSTITUTION 10 - I wish to inspire people with my musical tales. +4 Dexterity 0 ● 0 25 +2 Constitution 14 +4 Stealth (Dex) +3 Survival (Wis) SKILLS 14 30 INITIATIVE - I am very methodical and neat, mess and disorder distresses me greatly. - Onstage I am very different than I am in person. ATTACKS & SPELLCASTING Backpack Bedroll Candle x5 Costume x2 Disguise Kit Leather Lute Rations (1 day) x5 Waterskin PASSIVE WISDOM (PERCEPTION) CP Tool Proficiencies: Disguise Kit; Drum; Flute; Lute SP EP Weapon Proficiencies: Crossbow, hand; Longsword; Rapier; Shortsword; Simple Armor Proficiencies: Light GP 15 PP Language Proficiencies: Common; Elvish; Halfling OTHER PROFICIENCIES & LANGUAGES TREASURE TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. EQUIPMENT 25 Francis Walker (Frank) CHARACTER NAME AGE Hazel EYES 5ft 9" 58kg HEIGHT WEIGHT White Dark Brown SKIN HAIR NAME SYMBOL CHARACTER APPEARANCE ALLIES & ORGANIZATIONS Francis Walker (Frank) is a travelling Half-Elf musician from a small village called Thameswood. He is the son of a human man and an Elven woman. His mother left his father when he was young and his father found a new spouse, eventually giving spawn to 3 human girls. Frank grew accustomed to his step-mother and sees her as his own. Frank also treats his 3 half-sisters as family and would die for them, as much as they get on his nerves at times. He worked in his father's pub from a young age serving local customers, cleaning, and doing odd jobs. It was honest work and he had a knack for it too, he had an especially keen ear for the tall tales the locals would tell him. One day Frank was cleaning out the cellar of the bar and found a dusty old lute that belonged to his father, with a wide grin he ran upstairs to ask if his father if he could restring and use it. His father reluctantly allowed him but told him that music was a waste of time and would get him nowhere. Frank would continue to tend the bar for years and in his spare time practice the lute and some other instruments he had acquired over the years. After a fair amount of practice, Frank had written a song and asked if he could perform it for the bar, once again reluctant; his father allowed it. Frank couldn't hold his nerve and completely bombed. He was essentially laughed off the stage. From that day on Frank's instruments would gather dust as he would heed his father's words prior; "music is a waste of time". He continued to tend his father's bar. It was this way for some years, until one day a travelling group of monster hunters came through the door and shared their stories, with them travelled a Drow-Elf Bard. The Drow Elf played with utter grace and Frank spectated with awe. This reinvigorated Frank's inspiration and caused him to make drastic changes to his life. Completely disregarding his father and step mother's guidance, Frank took to the road and began travelling as a bard from town to town, continent to continent. 5 years later, he makes a somewhat comfortable living and is just happy to be playing music - but he wants something more, his passion is dwindling and he wants to reinvent himself once again. TREASURE CHARACTER BACKSTORY TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. Bard SPELLCASTING CLASS 0 CANTRIPS 3 Charisma 13 +5 SPELLCASTING ABILITY SPELL SAVE DC SPELL ATTACK BONUS 6 Minor Illusion Vicious Mockery SPELL LEVEL 1 SLOTS TOTAL 4 EPAR 7 SPELL NAME ED PR SLOTS EXPENDED Cure Wounds Faerie Fire 4 Healing Word SPELLS KNOWN Heroism 8 2 2 Invisibility Suggestion 5 9 TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. FEATURES & TRAITS Darkvision: 60 ft. ----------Bonus Actions---------Bardic Inspiration. Inspire another creature with a 1d6 that it can, within the next 10 min., add to a d20 roll (use 3 times/long rest). -------------Reactions------------Cutting Words. Expend a use of Bardic Inspiration to subtract 1d6 from an attack, ability, or damage roll made by a creature within 60 ft. -----------Other Traits-----------By Popular Demand. You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. Fey Ancestry. Advantage on charmed saves and immune to sleep magic. Jack of All Trades. +1 to ability checks that don't already include your proficiency bonus. Song of Rest. With a song, you and friendly creatures gain 1d6 additional healing at the end of a short rest. Page 1 Cure Wounds Bard Level 1 Evocation DC 13 Spell Mod +5 1 Act. Touch V,S Inst Faerie Fire Bard Level 1 Evocation DC 13 Spell Mod +5 1 Act. 60 ft V Conc, 1 min Healing Word Bard Level 1 Evocation DC 13 Spell Mod +5 1 B.A. 60 ft V Inst A 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. Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st. Heroism Invisibility Minor Illusion 1 Act. Touch V,S,M Conc, 1 hr An eyelash encased in gum arabic 1 Act. 30 ft A bit of fleece A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. 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. You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is Suggestion Vicious Mockery 1 Act. 30 ft V,M Conc, 8 hrs A snake's tongue and either a bit of honeycomb or a drop of sweet oil 1 Act. You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special Choose a creature you can see. If it can hear you, it must pass a Wisdom save or take 1d4 psychic damage and have disadvantage on its next attack roll before the end of its next turn. The damage increases by 1d4 when you reach 5th, 11th, and 17th level. Bard Level 1 Enchantment DC 13 Spell Mod +5 1 Act. Touch V,S Conc, 1 min Bard Level 2 Enchantment DC 13 Spell Mod +5 Bard Level 2 Illusion DC 13 Spell Mod +5 Bard - Enchantment cantrip DC 13 Spell Mod +5 60 ft V Inst Bard - Illusion cantrip DC 13 Spell Mod +5 S,M 1 min Page 1 (reverse) Minor Illusion (reverse) an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Suggestion (reverse) activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target, the spell ends.