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5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Generate Character
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Campaign Manager
Lyric Sonnet
Character Name
Bard 1
Class & Level
Courtier
Background
Changeling
Race
Neutral Good
Alignment
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+1
13
13
+
0
(Race)
DEXTERITY
+3
16
16
+
0
(Race)
CONSTITUTION
+3
16
16
+
0
(Race)
INTELLIGENCE
+2
14
14
+
0
(Race)
WISDOM
+2
15
15
+
0
(Race)
CHARISMA
+4
19
17
+
2
(Race)
ARMOR CLASS
12
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
PERCEPTION
1212
+
SPEED
25 ft
HIT POINTS
Max:
10
15
TEMP HP
POINT BUY
No (8-15)
Picture URL:
Token URL:
1 +1
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
+
Arcana (Int)
+
Athletics (Str)
+
Deception (Cha)
+
History (Int)
+
Insight (Wis)
+
Intimidation (Cha)
+
Investigation (Int)
+
Medicine (Wis)
+
Nature (Int)
+
Perception (Wis)
+
Performance (Cha)
+
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
8
KNOWN
14
DC
Cast Mod
3
Cantrip
/
1st
/
2nd
/
3rd
/
4th
/
5th
/
6th
/
7th
/
8th
/
9th
SPELLCASTING
[+instructions]

Class

Bardic Inspiration: As a Bonus Action, you can inspire another creature within 60 ft. that can see or hear you. That creature gains one of your Bardic Inspiration dice (1d6). Once within the next hour, when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the total, potentially turning the failure into a success.

Artificer's Lore: 2x proficiency to Intelligence (History) checks related to magic items, alchemy objects, or technological devices.

Spellcasting: You can cast spells through your bardic arts. Charisma is your spellcasting ability for your Bard spells (Spell DC 13, Spell Attack +5). You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.

Spellcasting Focus: Instrument.

Ritual Casting: You can cast bard spells as rituals.


Racial

Changeling Instincts: You gain proficiency with 2 of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.

Shapechanger: As an action, you can change your appearance and voice. You stay in the new form until you use an action to revert to your true form or until you die.

Fey Ancestry: Advantage on saving throws against being charmed, and magic can't put you to sleep.

[b]Class[/b]

[b]Bardic Inspiration:[/b] As a Bonus Action, you can inspire another creature within 60 ft. that can see or hear you. That creature gains one of your Bardic Inspiration dice ([1d6]). Once within the next hour, when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the total, potentially turning the failure into a success.
[b]Artificer's Lore:[/b] 2x proficiency to Intelligence (History) checks related to magic items, alchemy objects, or technological devices.

[b]Spellcasting:[/b] You can cast spells through your bardic arts. Charisma is your spellcasting ability for your Bard spells (Spell DC 13, Spell Attack [+5]). You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.

[b]Spellcasting Focus:[/b] Instrument.

[b]Ritual Casting:[/b] You can cast bard spells as rituals.


[b]Racial[/b]

[b]Changeling Instincts:[/b] You gain proficiency with 2 of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.

[b]Shapechanger:[/b] As an action, you can change your appearance and voice. You stay in the new form until you use an action to revert to your true form or until you die.

[b]Fey Ancestry:[/b] Advantage on saving throws against being charmed, and magic can't put you to sleep.
FEATURES & TRAITS
d8
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Dagger
1
1
Dagger
1
1
Leather Armor [11+Dex]
10
1
Lyre
2
Total: 14.5 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
25
PP
0
WEALTH
Proficiencies: Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords, and three musical instruments
Languages: Common, Sylvan, Elvish
PROFICIENCIES & LANGUAGES
Changing personality is as easy as changing the key to a song.
PERSONALITY TRAITS
Equality. Whatever someone does to me, I must do the same to them. (Neutral)
IDEALS
I will explore the world alongside friend and foe, and I will find myself, along with my place in it.
BONDS
My naivety and obliviousness will eventually lead to my downfall.
FLAWS
 
He was born in a mentally abusive middle class family who overprotected and hid him from the world. Running away from that family, he finds that he has no clue how the world works. He vows to never hide someone else like how he was.
DESCRIPTION & EXTRA INFO
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