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Francis-Walker (2)

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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.
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