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6half-elfmc
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Character NameLevelRaceGenderAlignmentDeity
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mediumbrownblue5'9145charlatan
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SizeHairEyesHeightWeightBackground
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CORE INFORMATION
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ABILITY SCORESSAVING THROWSCLASSESCurrent XP
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STR8-1STR-1NameLvlHit DiceHPCon
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DEX13+1 DEX+4 bard68330Fate PointsPortrait
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CON10+0 CON+0 out of1
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INT14+2 INT+2 NOTE: You can edit this sheet with File > Make a Copy
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WIS14+2 WIS+2 MoveBase
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CHA18+4 CHA+7 Total:63303030
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ProfMod
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SKILLSCOMBAT
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RollSkillProfAdvHit PointsACArmorDexArmor WornTypeACDexDAWt.
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+3 Acrobatics (Dex).53311=10+1 NoneL10+1
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+4 Animal Handling (Wis).5Misc 1Misc 2
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+4 Arcana (Int).5Total: 10+1 0
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+1 Athletics (Str).5
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+10 Deception (Cha)x2DamageHit DiceDeath SavesAmmunition
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+5 History (Int)1d8SuccessArrows
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+5 Insight (Wis)Failure
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+7 Intimidation (Cha)
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+5 Investigation (Int)Weapon & SpellsHit#AtkDamageRngTypeNotes
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+4 Medicine (Wis).5rapier+41d8meleepierce
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+4 Nature (Int).5dagger+4 1d420/60pierce
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+5 Perception (Wis)
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+7 Performance (Cha)
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+10 Persuasion (Cha)x2
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+4 Religion (Int).5
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+4 Sleight of Hand (Dex)
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+4 Stealth (Dex)Special AttacksSpecial Defenses
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+4 Survival (Wis).5
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+15 Passive Insight
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+15 Passive Perception
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+3 Proficiency Bonus
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PROFICIENCIES/LANGUAGESFEATURES & ABILITIES
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darkvision 60Passive FeaturesActive Ablities
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disguise kit forgery kitFey Ancestry. You have advantage on saving throws
against being charmed, and magic can't put you to sleep.
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languages: common, elvish, something else, thieve's cantYou have advantage on Charisma (Deception) and
Charisma (Performance) checks when trying to pass
yourself off as a different person.
You can mimic the speech of another person or the
sounds made by other creatures. You must have
heard the person speaking. or heard the creature
make the sound, for at least 1 minute. A successful
Wisdom (Insight) check contested by your Charisma
(Deception) check allows a listener to determine that
the effect is faked.
You can inspire others through stirring words.
To do so, you use a bonus action on your turn to choose
one creature other than yourselfwithin 60 feet ofyou
who can hear you. That creature gains one Bardic
lnspiration die, a d8
Once within the next 10 minutes, lhe crealure can roll
the die and add the number rolled to one ability check,
attack roll, ar saving throw it makes. The creature can
wait until after it rolls lhe d20 before deciding to use the
Bardic Inspiration die, but must decide hefore the DM
says whether the roll succeeds ar fails. Once the Bardic
Inspiration die is rolled. it is lost. A creature can have
only one Bardic Inspiration die at a time. Vou can use this feature a number of times equal to your Charisma modifier
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You have created a second identity that includes
documentation, established acquaintallces, and
disguises that allow you to assume that persona.
Additionally, you can forge documents including official
papers and personal letters, as long as you have seen an
example of the kind of document or the handwriting you
are trying to copy. (Imaginary duke)
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 atthe end Df
the short rest, each of those creatures regains an extra
Id6 hit points.
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Beginning when you reach 5th leveI, you regain ali of
your expended uses of Bardic Inspiration when you
finish a short or long rest.
you gain the ability to use words of power to disrupt mind-influencing effects. Asao actioo, you can start a performance that lasts until
the end of your next turn. During that time, you and any
friendly creatures within 30 feet of you have advantage
on saving throws against being frightened or charmed.
A creature must be able to hear you to gain this benefit.
The performance ends early if you are incapacitated or
silellced or if you voluntarily end it (no action required).
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When a creatare that you can
see within 60 feet of you makes an atlack 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 atlack roll or ability check succeeds or fails, or befure the creature deals its
damage. The creature is imlllune if it can't hear you or if
it's imlllune tu being charmed.
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