Ar Tagn

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Level 5 Dhampir Bard, College of Swords 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Ar Tagn
Pirate Kristian
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Breastplate 18 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +3
10
SHIELD
AC
Shield Fey Touched. You can cast this feat’s spells without
N
CIE C
a spell slot once per long rest. You can also cast
+0 Strength these spells using spell slots you have of the
Y
PROFI

+0 appropriate level. Your spellcasting ability for these


✘ +6 Dexterity
spells is Charisma.
+2 Constitution ARMOR CLASS
DEXTERITY
+2 Intelligence
Tavern Brawler. You are proficient with improvised
MAXIMUM HIT DICE TEMPORARY weapons.Your unarmed strike uses a d4 for
16 ✘
-1 Wisdom

+7 Charisma
42 5d8 damage.When you hit a creature with an unarmed
strike or an improvised weapon on your turn, you
CONDITIONAL
can use a bonus action to attempt to grapple the
target.
+3
Bardic Inspiration (Bonus Action—4/Long Rest).
CURRENT HIT POINTS Inspire one creature other than yourself within 60
CONSTITUTION DEATH SAVING THROWS
feet of you who can hear you. It gains one Bardic
SAVING THROWS
Inspiration die, a d8.Once within the next 10
14 N
CIE C

✘✘ +9 Acrobatics (Dex)
SPEED
35ft.
FLY
0ft.
CLIMB
35ft.
SWIM
0ft.
minutes, the creature can roll the die and add the
number rolled to one ability check, attack roll, or
Y
PROFI

RT

EX E
P

VISION INSPIRATION EXHAUSTION saving throw it makes.


+0 Animal Handling (Wis)
+2 +3 Arcana (Int) Darkvision Song of Rest. You or any friendly creatures who can
Resistances. Necrotic hear your performance regain hp at the end of the
✘ +3 Athletics (Str)
short rest by spending one or more Hit Dice, each of
INTELLIGENCE ✘ +7 Deception (Cha) those creatures regains an extra 1d6 hit points.

14 +3 History (Int)
+0 Insight (Wis)
Font of Inspiration. You regain all of your expended
uses of Bardic Inspiration when you finish a short or
long rest.
+5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+2 +3 Investigation (Int) Bonus Proficiencies. If you‘re proficient with a
Type. Humanoid and Undead. simple or martial melee weapon, you can use it as a
+0 Medicine (Wis)
spellcasting focus for your bard spells.
WISDOM +3 Nature (Int) Spider Climb. You have a climbing speed equal to your
walking speed. In addition you can move up, down, and Dueling. When you are wielding a melee weapon in
9 ✘

✘✘ +10
+2 Perception (Wis)
Performance (Cha)
across vertical surfaces and upside down along ceilings,
while leaving your hands free.
one hand and no other weapons, you gain a +2
bonus to damage rolls with that weapon.
Vampiric Bite. Your fanged bite is a natural weapon, which
+5 Persuasion (Cha)
-1 counts as a simple melee weapon with which you are Blade Flourish (Attack—1/Turn). Your speed
+3 Religion (Int) proficient. You add your Constitution modifier to the attack increases by 10ft until the end of the turn. On a hit
rolls when you attack with your bite. Your bite deals 1d4+2 with a weapon attack, you can expend one of your
+4 Sleight of Hand (Dex) piercing damage on a hit. While you are missing half or
more of your hit points, you have advantage on attack rolls Bardic Inspirations to use one of the following Blade
CHARISMA +4 Stealth (Dex) Flourish options:
you make with this bite. When you use your bite and hit a
creature that isn’t a Construct or an Undead, you can • Defensive Flourish. Roll a d8, the number you
18 +0 Survival (Wis)
SKILLS
empower yourself in one of the following ways of your
choice:
• regain hit points equal to the damage dealt by the bite
rolled is added to the damage of the hit and to your
AC until the start of your next turn.
• gain a bonus to the next ability check or attack roll you • Slashing Flourish. Roll a d8, the number you
+4 12 PASSIVE PERCEPTION make; the bonus equals the damage dealt by the bite rolled is an additional damage dealt to the target of
your hit and to any other creature of your choice
You can empower yourself with your bite 3 times, and you
regain all expended uses when you finish a long rest. that you can see within 5 feet of you.
ADVANTAGE
• Mobile Flourish. Roll a d8, the number you rolled
is added to the damage of the hit, and you can push
INITIATIVE +4 1 Attack / Attack Action RACIAL TRAITS
the target up to the number you rolled + 5 feet
away from you. You can then move up to your
walking speed towards the target as a reaction.
NAME RANGE ATTACK DAMAGE / TYPE
Dagger 20/60 +6 vs AC 1d4+3 piercing
Finesse, Light, Thrown
FEATURES & TRAITS
Rapier +1 5 ft +7 vs AC 1d8+4 piercing
You gain a +1 bonus to attack and damage rolls made with this magic weapon. (Defensive Stance) The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class,
Armor Proficiencies. Light Armor, Medium Armor

Weapon Proficiencies. Simple Weapons, Crossbow,


Hand, Longsword, Rapier, Shortsword, Scimitar

Tool Proficiencies. Navigator’s tools, Vehicles water,


Lyre, Pan flute, Lute

Languages. Common, Abyssal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male
GENDER AGE HEIGHT WEIGHT
Ar Tagn
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those
who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has
come to try your hand at something new.

Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a
ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing
and presumed lost with all hands?

What were your duties on board—boatswain, captain, navigator, cook, or some other position? Who were the captain
PERSONALITY TRAITS
and first mate? Did you leave your ship on good terms with your fellows, or on the run?

You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of
sharks and savages. You’ve indulged in larceny on the high seas and sent more than one deserving soul to a briny grave.
Fear and bloodshed are no strangers to you, and you’ve garnered a somewhat unsavory reputation in many a port town.

IDEAL If you decide that your sailing career involved piracy, you can choose the Bad Reputation feature instead of the Ship’s
Passage feature.

BOND

FLAW BACKGROUND STORY

Ship’s Passage
When you need to, you can secure free passage on a
sailing ship for yourself and your adventuring
companions. You might sail on the ship you served
on, or another ship you have good relations with
(perhaps one captained by a former crewmate).
Because you’re calling in a favor, you can’t be certain
of a schedule or route that will meet your every
need. Your Dungeon Master will determine how long
it takes to get where you need to go. In return for
your free passage, you and your companions are
expected to assist the crew during the voyage.
BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Cloak of the Salamander. Cloak, rare (requires
[Breastplate] 1 20 [Rapier +1] 1 2 attunement)
Dagger 1 1 [Cloak of the Salamander] 1 —
[Shield] 1 6 This red-hued cloak is made from the scales of a reptilian
creature and feels warm to the touch. When donned, it
erupts in flame, which dances continuously over its
surface.

A cloak of the salamander deals fire damage to those


who strike you in melee with natural weapons or
nonreach manufactured weapons. The flames that cover
it do not harm you or creatures or objects that you
touch.

When you activate a cloak of the salamander (Reaction),


any creatures that strike you with such weapons take
1d6 points of fire damage.

This effect lasts until the beginning of your next turn.

Rapier +1. You gain a +1 bonus to attack and damage


rolls made with this magic weapon.
ATTUNED MAGIC ITEMS 1 / 3
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb (Defensive Stance)
The first time you attack with the sword on each of your
turns, you can transfer some or all of the sword's bonus
to your Armor Class, instead of using the bonus on any
attacks that turn. For example, you could reduce the
bonus to your attack and damage rolls to 0 and gain a +1
bonus to AC. The adjusted bonuses remain in effect until
the start of your next turn, although you must hold the
sword to gain a bonus to AC from it.

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

29 lb / 150 lb 300 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Bard, College of Swords

CANTRIPS Blade Ward Mending


Minor Illusion

1ST LEVEL 4 SPELL SLOTS Cure Wounds Faerie Fire


Longstrider Unseen Servant

2ND LEVEL 3 SPELL SLOTS Hold Person Mirror Image


See Invisibility

3RD LEVEL 2 SPELL SLOTS Leomund’s Tiny Hut

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

1ST LEVEL Identify (Fey Touched)

2ND LEVEL Misty Step (Fey Touched)


Blade Ward Mending Minor Illusion
Abjuration Cantrip Transmutation Cantrip Illusion Cantrip

CASTING TIME 1 action CASTING TIME 1 minute CASTING TIME 1 action


RANGE Self RANGE Touch RANGE 30 feet
DURATION 1 round DURATION Instantaneous DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S, M (two lodestones) COMPONENTS S, M (a bit of fleece)

You extend your hand and trace a sigil of warding in the air. Until the This spell repairs a single break or tear in an object you touch, such as You create a sound or an image of an object within range that lasts
end of your next turn, you have resistance against bludgeoning, broken chain link, two halves of a broken key, a torn cloak, or a for the duration. The illusion also ends if you dismiss it as an action or
piercing, and slashing damage dealt by weapon attacks. leaking wineskin. As long as the break or tear is no larger than 1 foot cast this spell again.
in any dimension, you mend it, leaving no trace of the former If you create a sound, its volume can range from a whisper to a
damage. scream. It can be your voice, someone else’s voice, a lion’s roar, a
This spell can physically repair a magic item or construct, but the beating of drums, or any other sound you choose. The sound
spell can’t restore magic to such an object. 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 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.

Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook

Cure Wounds Faerie Fire Identify


1st-level evocation 1st-level evocation 1st-level divination (ritual)

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 minute


RANGE Touch RANGE 60 feet RANGE Touch
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V COMPONENTS V, S, M (a pearl worth at least 100 gp and an owl feather)

A creature you touch regains a number of hit points equal to 1d8 + Each object in a 20-foot cube within range is outlined in blue, green, You choose one object that you must touch throughout the casting of
your spellcasting ability modifier. This spell has no effect on undead or violet light (your choice). Any creature in the area when the spell is the spell. If it is a magic item or some other magic-imbued object, you
or constructs. cast is also outlined in light if it fails a Dexterity saving throw. For the learn its properties and how to use them, whether it requires
At Higher Levels. When you cast this spell using a spell slot of 2nd duration, objects and affected creatures shed dim light in a 10-foot attunement to use, and how many charges it has, if any. You learn
level or higher, the healing increases by 1d8 for each slot level above radius. whether any spells are affecting the item and what they are. If the
1st. Any attack roll against an affected creature or object has advantage item was created by a spell, you learn which spell created it.
if the attacker can see it, and the affected creature or object can’t If you instead touch a creature throughout the casting, you learn
benefit from being invisible. what spells, if any, are currently affecting it.

Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Fey Touched Player’s Handbook

Longstrider Unseen Servant Hold Person


1st-level transmutation 1st-level conjuration (ritual) 2nd-level enchantment

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE 60 feet RANGE 60 feet
DURATION 1 hour DURATION 1 hour DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a pinch of dirt) COMPONENTS V, S, M (a piece of string and a bit of wood) COMPONENTS V, S, M (a small, straight piece of iron)

You touch a creature. The target’s speed increases by 10 feet until This spell creates an invisible, mindless, shapeless, Medium force that Choose a humanoid that you can see within range. The target must
the spell ends. performs simple tasks at your command until the spell ends. The succeed on a Wisdom saving throw or be paralyzed for the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd servant springs into existence in an unoccupied space on the ground At the end of each of its turns, the target can make another Wisdom
level or higher, you can target one additional creature for each slot within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t saving throw. On a success, the spell ends on the target.
level above 1st. attack. If it drops to 0 hit points, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd
Once on each of your turns as a bonus action, you can mentally level or higher, you can target on additional humanoid for each slot
command the servant to move up to 15 feet and interact with an level above 2nd. The humanoids must be within 30 feet of each other
object. The servant can perform simple tasks that a human servant when you target them.
could do, such as fetching things, cleaning, mending, folding clothes,
lighting fires, serving food, and pouring wine. Once you give the
command, the servant performs the task to the best of its ability until
it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it
more than 60 feet away from you, the spell ends.

Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook
Mirror Image Misty Step See Invisibility
2nd-level illusion 2nd-level conjuration 2nd-level divination

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Self RANGE Self RANGE Self
DURATION 1 minute DURATION Instantaneous DURATION 1 hour
COMPONENTS V, S COMPONENTS V COMPONENTS V, S, M (A pinch of Talc and a small sprinkling of powdered silver)

Three illusory duplicates of yourself appear in your space. Until the Briefly surrounded by silvery mist, you teleport up to 30 feet to an For the duration, you see invisible creatures and objects as if they
spell ends, the duplicates move with you and mimic your actions, unoccupied space that you can see. were visible, and you can see into the Ethereal Plane. Ethereal
shifting position so it’s impossible to track which image is real. You creatures and objects appear ghostly and translucent.
can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell’s
duration, roll a d20 to determine whether the attack instead targets
one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change
the attack’s target to a duplicate. With two duplicates, you must roll
an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack
hits a duplicate, the duplicate is destroyed. A duplicate can be
destroyed only by an attack that hits it. It ignores all other damage
and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can’t see, if it relies on
senses other than sight, such as blindsight, or if it can perceive
illusions as false, as with truesight.

Additional Bard Spell Player’s Handbook Fey Touched Player’s Handbook Spellcasting (Bard) Player’s Handbook

Leomund’s Tiny Hut


3rd-level evocation (ritual)

CASTING TIME 1 minute


RANGE Self (10-foot-radius hemisphere)
DURATION 8 hours
COMPONENTS V, S, M (a small crystal bead)

A 10-foot-radius immobile dome of force springs into existence


around and above you and remains stationary for the duration. The
spell ends if you leave its area.
Nine creatures of Medium size or smaller can fit inside the dome
with you. The spell fails if its area includes a larger creature or more
than nine creatures. Creatures and objects within the dome when
you cast this spell can move through it freely. All other creatures and
objects are barred from passing through it. Spells and other magical
effects can’t extend through the dome or be cast through it. The
atmosphere inside the space is comfortable and dry, regardless of the
weather outside.
Until the spell ends, you can command the interior to become
dimly lit or dark. The dome is opaque from the outside, of any color
you choose, but it is transparent from the inside.

Spellcasting (Bard) Player’s Handbook


Breastplate Dagger Shield
Armor Weapons Armor

This armor consists of a fitted metal chest piece worn with A shield is made from wood or metal and is carried in one
supple leather. Although it leaves the legs and arms hand. Wielding a shield increases your Armor Class by 2.
relatively unprotected, this armor provides good protection You can benefit from only one shield at a time.
for the wearer’s vital organs while leaving the wearer
relatively unencumbered.

20 lb. Player’s Handbook 1 lb. Player’s Handbook 6 lb. Player’s Handbook

Rapier +1
Weapons

You have a +1 bonus to attack and damage rolls made with


this magic weapon.

2 lb. Dungeon Master’s Guide

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