D&D 5e Bard Character Sheet
D&D 5e Bard Character Sheet
F AC DESCRIPTION
-2 STR +3 INT
PRO
68 +3 15
Set Max HP
STRENGTH ● +6 DEX +2 WIS
Shield
-2 +4 CON
RESISTANCES
● +8 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
3 Dex Medium Armor Heavy Armor
Magic
7 Misc
Temporary Hit Points: 6 Misc
DEXTERITY
Adv. on saves vs. charmed +4 ARMOR
+4
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+6 Acrobatics (Dex) ● Light
PRO
● Medium Heavy Shields
PRO
+3
●● +11 Deception (Cha) > Fey Gift 3 LR Common Horn
+3 History (Int) > Fortune from the Many 3 LR Goblin Lute
+3 Insight (Wis) Rhythm Maker's Drum +2 1 Dawn Gnomish Lyre
16
>
●● +11 Intimidation (Cha) > Sorrowful Fate 1 SR Disguise kit
+4 Investigation (Int) > Impending Misfortune 1 SR
WISDOM
● +5 Medicine (Wis) > Wand of Web (regains 1d6+1) 7 Dawn
+2 +4 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES
● +5 Perception (Wis)
14 ● +8 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS
● +8 Persuasion (Cha) > Find Steed (dismiss) Fey Gift (Help action) < Poetry in Misery (1 rolled on save/ability/attack) <
CHARISMA +4 Religion (Int) > Rhythm Maker's Drum (bardic inspiration) Bardic Inspiration < Tale of Hubris (critical hit suffered) <
SENSES
>
>
Reload Reload
the creature hit gains disadvantage on its next attack roll within the next minute
◆ Eyes of the Rune Keeper (Eldritch Adept Invocation, PHB 111)
I can read any and all writing
◆ Additional Bard Spells (Optional Bard 1, TCoE 27)
> FEAT:
> FEAT:
FEATS
29
ORGANIZATION
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As a boy, Raynor Brantes Wyvernwind, was a well educated, well kept, and curious boy, as the first son of the
Wyvernwind noble family, a lot was expected of him, The Wyvernwind Family are very rich, with a fortune that
has been maintained through the generations, and many people often journey to them to solicit advice from
the heads of the family, The family gained their means as Sourcekeepers, holding the stories of the world,
using them they have been a source of guidance and advice for generations. Raynor had less of an interest in
the stories of real, and more in the stories of fantasy, Growing up he always heavily imbursed himself in fantasy
novels, as well as grand stories of adventurers. Always dreaming of being one. in his teen years he was forced
to put away fantasy and study as he would soon head the Wyvernwind family, while reading he came across
the records of a ancient and powerful artifact, The Mythcarver, a legendary longsword with a silvered blade
that resonates with musical tones and all legends. It is one of the mystical artifacts known as the Vestiges of
the Divergence. the stories of the legendary bards who wielded it and how it is now lost to time. he became
APPEARANCE enamored with this blade as it was said to have the power to connect to all myths and legends, as his fire for
fantasy, the Mythcarver and adventuring heavily outweighed his ambition to study and head his family, his
father deemed him unworthy and kicked him out, saying he must make a name for himself and find this
Modest LIFESTYLE DAILY PRICE 1 gp legendary artifact before he can return home, and if he is unable to his younger sister will head the family
instead. Raynor was a competitive soul, never wanting an advantage, so he practiced his musical talents and
Donned the name Darius, and just a few weeks into his adventure he was picked up by real life adventurers!
and nothing will be the same...
Peryton Medium
Perry
RACE SIZE HEIGHT WEIGHT
F
+3 STR -1 INT Temporary HP: SUCCESSES
PRO
13 +2 33
Set Max HP
STRENGTH
+1 DEX +1 WIS
16
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
Gore ✔ Str Melee (5 ft) +5 1d8+3 Piercing
20 ft,
+1
DEXTERITY >
+1
One gore and one talons attack as an Attack action; +2d8 after 30 ft dive straight down
fly 60 ft DESCRIPTION
INITIATIVE SPEED
Talons ✔ Str Melee (5 ft) +5 2d4+3 Piercing
>
12 LEVEL USED One talons and one gore attack as an Attack action; +2d8 after 30 ft dive straight down
DIE
6
d8+1
2 >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
+1
ATTACKS
F EX
◆ Languages: understands Common and ◆ Dive Attack: If the peryton is flying and dives at least 30
13 +1 Acrobatics (Dex)
PRO
Elvish, but can't speak, understands one ft. straight toward a target and then hits it with a melee
+1 Animal Handling (Wis)
language its master speaks (master's weapon attack, the attack deals an extra 9 (2d8) damage
-1 Arcana (Int)
INTELLIGENCE choice). to the target.
+3 Athletics (Str)
-1 0 Deception (Cha)
◆ Find Steed: If dropped to 0 HP, the steed
disappears, leaving behind no physical
◆ Flyby: The peryton doesn't provoke an opportunity
attack when it flies out of an enemy's reach.
-1 History (Int) form. ◆ Keen Sight and Smell: The peryton has advantage on
9 +1 Insight (Wis) Wisdom (Perception) checks that rely on sight or smell.
0 Intimidation (Cha)
WISDOM
-1 Investigation (Int)
+1 +1 Medicine (Wis)
-1 Nature (Int)
12 ●● +5 Perception (Wis)
0 Performance (Cha)
0
-1 Religion (Int) FEATURES TRAITS
+1 Sleight of Hand (Dex)
+1 Stealth (Dex) Find Steed (2nd-level conjuration spell, PHB 240):
10
+1 Survival (Wis) ◆ Summon a spirit in the form of a steed, appearing in an unoccupied space within 30 ft
SKILLS It assumes a chosen form: warhorse, pony, camel, elk, or mastiff (DM can allow more forms)
The steed has the statistics of the chosen form, though its type is celestial, fey, or fiend
If it has an Intelligence of 5 or less, its Intelligence becomes 6
It gains the ability to understand one language that I, the caster, can speak
15 PASSIVE WISDOM (PERCEPTION)
When the steed drops to 0 hit points, it disappears, leaving behind no physical form
◆ The steed serves me as a mount. I have a bond with it that allows us to fight as a seamless unit
Adv. on Wis (Perception) checks using sight/smell
◆ While mounted on my steed, I can make any spell I cast that targets only me also target it
◆ While my steed is within 1 mile of me, I can communicate with it telepathically
SENSES
◆ I can dismiss my steed at any time as an action, causing it to disappear
◆ Casting this spell again summons the same steed, restored to its max HP, without conditions
◆ I can't have more than one steed bonded at a time; As an action, I can release it from its bond
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REMARKS
COMPANION’S APPEARANCE NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly) Made by Joost Wijnen (mpmb@[Link]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Notes Page Options
“Boom, clap! The sound of your gun, the beat goes on and on…” --- The List ---
Here’s a little song I wrote! It’s filled with inspiration note by note. Don’t f*** up! Kill a Naga
Or I’ll kill you! Kill a Dragon
“Let’s go raging now, everybody’s learnin’ how, come on on a rampage with me!” Kill a Beholder
“It’s the, eye of the Goliath, it’s the thrill of the fight, rising up to the challenge of Kill a Mindflayer --- (Done in a tower in ake)
that a**hole!” Go to the Nine Hells
Hey now, you’re a Grog star, get your axe up and slay! Hey now, you’re a Grog Rescue a maiden
star, get you rage on and rage! All thosed dice are gold; now a d12 can be rolled! Teleport
“No I don’t wanna get hurt… by you!” Transport a Treasure
I take six steps forward. Sam: I take six steps back. Laura and Sam: We go Escort a Muckity Muck
together ‘cause opposites attract! A Revenge Plot
I’m Burt Reynolds here, yeah, I’m the real Reynolds, are you other Burts are just A Classic Dungeon Crawl
getting hurt! Solving a Mysterious Riddle
The Old Fashioned Double Cross
Shopping Mission
Defeat a Goliath
NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly) Made by Joost Wijnen (mpmb@[Link]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Spell Sheet Options
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
● ● ● ●
Darius ●
CHARACTER NAME SPELL SLOTS
CANTRIPS (0 LEVEL)
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Friends Adv. on Cha checks vs. 1 crea currently not hostile; when spell ends, crea knows and becomes hostile — Ench 1a Self S,M Conc, 1 min P 244
> Mage Hand Create spectral hand for simple tasks or carry up to 10 lb; 1 a to control; can't have multiple instances — Conj 1a 30 ft V,S 1 min (D) P 256
> Minor Illusion 5-ft cube illusion includes visible or audible; Int(Investigation) check vs. Spell DC; see book — Illus 1a 30 ft S,M 1 min (D) P 260
> Vicious Mockery 1 creature save or 2d4 Psychic dmg and dis. on next attack roll Wis Ench 1a 60 ft V Instantaneous P 285
1ST LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Bane 3+1/SL creatures save or have to subtract 1d4 on every attack or save for the duration Cha Ench 1a 30 ft V,S,M Conc, 1 min P 216
> Charm Person 1+1/SL humanoids, each max 30 ft apart, save or charmed; adv. on save if me/ally is fighting it Wis Ench 1a 30 ft V,S 1h P 221
> Color Spray 6d10+2d10/SL HP of crea blinded, starting with the lowest current HP crea — Illus 1a S:15-ft coneV,S,M 1 rnd P 222
> Cure Wounds 1 living creature heals 1d8+1d8/SL+5 (Cha) HP — Evoc 1a Touch V,S Instantaneous P 230
> Dissonant Whispers 1 crea 3d6+1d6/SL Psychic dmg and flee; save halves and no fleeing; deaf crea are immune Wis Ench 1a 60 ft V Instantaneous P 234
> Silvery Barbs 1 crea reroll d20 and use lowest for atk, check, or save; 1 crea adv. next atk, check, or save in 1 min — Ench 1 rea 60 ft V Instantaneous SC 38
2ND LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Crown of Madness 1 humanoid save or charmed and must melee attack against crea chosen by me; extra save/rnd Wis Ench 1a 120 ft V,S Conc, 1 min P 229
> Enlarge/Reduce 1 crea/object save or enlarged (Str adv. +1d4 weapon dmg), reduced (Str dis. -1d4 weapon dmg) Con Trans 1a 30 ft V,S,M Conc, 1 min P 237
> Heat Metal 1 metal obj on touch 2d8+1d8/SL Fire dmg; save or drop obj; if held: dis. atk/chk; bns a reheat obj Con Trans 1a 60 ft V,S,M Conc, 1 min P 250
> Hold Person 1+1/SL humanoids, within 30 ft of each other, save or paralyzed; extra save at end of each turn Wis Ench 1a 60 ft V,S,M Conc, 1 min P 251
> Mirror Image Create three illusionary duplicates of me; destroyed if hit; randomize attacks; AC 10 + my Dex mod — Illus 1a Self V,S 1 min (D) P 260
> Nathair's Mischief 20-ft cube of magic, roll d4 for effect; At start of my turn, move cube 10 ft and reroll effect; see book Var Illus 1a 60 ft S,M Conc, 1 min FD 20
> Suggestion 1 crea save or follow understood reasonable stated course of action; ends if I or allies harm target Wis Ench 1a 30 ft V,M Conc, 8 h P 279
3RD LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Enemies Abound 1 crea save or regard all creatures it can see as enemies, random targeting; save when damaged to end Int Ench 1a 120 ft V,S Conc, 1 min X 155
> Motivational Speech 5 crea that hear me 5+5/SL temp HP, adv. Wis saves, if hit adv. on next atk; stops when temp HP gone — Ench 1 min 60 ft V 1h A 77
> Stinking Cloud 20-ft rad; ignores cover, heavily obscures; all in area at start of turn save against poison or can't act Con Conj 1a 90 ft V,S,M Conc, 1 min P 278
> Summon Fey Spirit Summon a Fey Spirit in a space I can see within range; obey my verbal commands — Conj 1a 90-ft V,S,M conc, 1 hr U SMT
4TH LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Charm Monster 1+1/SL creatures, each max 30 ft apart, save or charmed; adv. on save if me/ally is fighting it Wis Ench 1a 30 ft V,S 1h X 151
> Dimension Door Teleport myself and 1 willing crea within 5 ft, up to 500 ft to a place I can see, specify, or describe — Conj 1a 500 ft V Instantaneous P 233
> Find Greater Steed Gain the services of a steed; can communicate with it telepathically; can share spells with it; see book — Conj 10 min 30 ft V,S Instantaneous X 156
> Polymorph 1 creature with > 0 HP save or transformed into beast of choice of same CR or lower; see book Wis Trans 1a 60 ft V,S,M Conc, 1 h P 266
1ST LEVEL
2ND LEVEL
3RD LEVEL
4TH LEVEL
(R) Ritual dif. ter. Difficult terrain (D) The spell can be dismissed by the caster as 1 action SOURCES (‘B’ COLUMN)
1a 1 action dis. Disadvantage +1d6/SL +1d6 for each spell slot level above the spell’s level AI Acquisitions Incorporated
1 bns / bns a 1 bonus action dmg Damage 30-ft rad 30-foot radius sphere centered on any point within range FD Fizban’s Treasury of Dragons
1 rea 1 reaction h Hour(s) S:30-ft rad Self: 30-foot radius sphere centered on the caster P Player’s Handbook
20 cu ft 20 cubic feet Kn Known 5 crea Up to 5 creatures in the spell’s area, 1 of which can be the caster RF Rime of the Frostmaiden
20 sq ft 20 square feet Me Memorized 25gp cons. The material component, worth 25 gp, is consumed by the spell SC Strixhaven: A Curriculum of Chaos
adv. Advantage min Minute(s) all All creatures within the spell’s area SR System Reference Document
atk Attack (roll) obj Object(s) any Any creatures of your choosing that are within the spell’s area T Tasha’s Cauldron of Everything
chk/check Ablity check obsc. Obscured Mƒ Material component is costly, but is not consumed upon casting U Unearthed Arcana
CL Character Level rnd Round(s) M† Material component is costly and is consumed upon casting W Explorer’s Guide to Wildemount
Conc, 1 min Concentration, SL Spell slot level see book / B The short spell description here is very incomplete, so beware X Xanathar’s Guide to Everything
up to 1 minute
GLOSSARY OF ABBREVIATIONS USED IN THIS SPELL SHEET
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly); Spell Sheet 2/2 Made by Joost Wijnen (mpmb@[Link]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
PLAYER REFERENCE LINE
by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)