FON BEAREYES CATHRADU
Bard 11 (College of Dance) 87,550
CLASS & LEVEL EXPERIENCE POINTS PLAYER NAME
Goliath (Hill Giant Ancestry) Entertainer
RACE/ANCESTRY/HERITAGE BACKGROUND CAMPAIGN or PLAYER ID
SPEED FEATURES, TRAITS & MORE
STR
+4 PROFICIENCY ARMOR
+0 BONUS CLASS
(AC) INITIATIVE
Alignment: Lawful Neutral. I obey laws,
traditions or my own strict code to
10 promote order and society above all else.
SAVING THROWS
17 +4 35 ft.
Entertainer Background [PHB 2024,
Armor Worn: none (Unarmored Defense) p. 180]
+0 Strength Saves
• Traits: Has habit for late night rehersals.
DEX +6 Dexterity Saves *
Dedicated heart.
HIT POINTS HIT DICE
+2 +1 Constitution Saves
+1 Intelligence Saves
• Ideal: Pain is the price for greatness.
15 -1 Wisdom Saves 69 11d8 • Bond: Idolizes famous hero.
• Flaw: Takes dangerous drugs.
+9 Charisma Saves *
* Prof. bonus added DEATH SAVES: Success O O O Fail O O O
Goliath Traits [PHB 2024, p. 192]
• Creature Type: Humanoid
CON SKILLS WEAPON & UNARMED ATTACKS • Age: 45 years old
+1 +6 Acrobatics (Dex) * Basic Attack. One target per Attack action.
• Medium Size (7' 1", 288 lbs.)
• Giant Ancestry: Hill's Tumble (4 times
+1 Animal Handling (Wis) betw. long rests, hit knocks target prone)
13 +3 Arcana (Int) • Large Form (once betw. long rests, as bonus
+1 Magic Rapier. Melee Weapon Attack:
+2 Athletics (Str) +7 to hit, reach 5 ft. Hit: 1d8+3 piercing action become Large for 10 min, adv. on
damage. STR checks, speed +10 ft.)
+7 Deception (Cha) • Powerful Build (adv. to end Grappled
INT +5 History (Int) * condition; also carry, push, drag, lift as if
+1 +1 Insight (Wis)
+7 Intimidation (Cha)
Dagger (offhand, two-weapon fighting as
bonus action). Melee or Ranged Weapon
Attack: +6 to hit, reach 5 ft. 1d4 piercing
one size larger)
13 +3 Investigation (Int) damage. (If thrown, normal range to 20 ft.; Bard Class Features [PHB 2024, p. 59]
+1 Medicine (Wis) disadvantage long range 21 to 60 ft.) • Bardic Inspiration (d10) (5/day)
• Jack of All Trades (non-prof. bonus)
+3 Nature (Int) • Dazzling Footwork (adv. on dance-related
+1 Perception (Wis) FEATS & SPECIAL ABILITIES
WIS Performance, unarmored defense,
+9 Performance (Cha) * Musician [PHB 2024, p. 201]: Proficiencies
-1 +9 Persuasion (Cha) * (pan flute, horn, viol). In short or long rest,
your song grants Heroic Inspiration to 4
unarmed strikes with Bardic Inspiration,
bardic damage to unarmed strikes)
• Font of Inspiration (short rest resets)
8 +3 Religion (Int) allies. • Inspiring Movement (Bardic Inspiration to
+4 Sleight of Hand (Dex)
move you and one ally at reaction)
+6 Stealth (Dex) * Vicious Mockery Cantrip. Ranged Spell Attack:
Target within 60 feet that can hear you must • Tandem Footwork (add Bardic Inspiration
+1 Survival (Wis) to initiative)
CHA make a DC 17 WIS saving throw or take 3d4
* Prof. bonus added psychic damage and have disadvantage on • Countercharm (allies in 30 ft. reroll failed
+5 ** Expertise next attack made before the end of its next
turn. (No damage if made save.)
saves vs. Charmed, Frightened)
• Magical Secrets (access to Cleric, Druid,
20 Wizard spells)
11 PASSIVE WISDOM
(PERCEPTION)
PROFICIENCIES & LANGUAGES
Armor: light armor
Weapons: simple weapons
Tools: musical instrument (flute), musical
instrument (horn), musical instrument
(lute), musical instrument (lyre), musical
instrument (pan flute), musical instrument
(viol)
Saving Throws: Dexterity, Charisma
Skills: Acrobatics, History, Performance,
Persuasion, Stealth
Languages: Common, Giant, Draconic
MAGIC SPELLS EQUIPMENT & TREASURE
Spellcasting [PHB 2024, p. 235] Carried Gear [PHB 2024, p. 213]: leather
armor (AC 11), dagger, two (2) daggers,
entertainer's pack (backpack, a bedroll, 2
Spell Attack Modifier +9
costumes, 5 candles, 5 days' rations, a
Spell Save DC 17 waterskin, disguise kit), flute (musical
instrument), lute (musical instrument),
Cantrips Known: Dancing Lights, Mage lyre (musical instrument), belt pouch, set
Hand, Minor Illusion, Vicious Mockery of common clothes, set of costume
clothes, two costumes, perfume, mirror.
Prepared Spells (This load is about 75 lbs.; add 1 lb. per
1st Level (4 slots): Charm Person, Color 50 coins carried.)
Spray, Dissonant Whispers, Healing Word
2nd Level (3 slots): See Invisibility, Silence Coins & Gems: 7,261 gold pieces (g.p.); 77
3rd Level (3 slots): Clairvoyance, Hypnotic silver pieces (s.p.); 80 copper pieces
Pattern, Major Image (c.p.); 2 gems (worth 100 g.p. each)
4th Level (3 slots): Charm Monster,
Polymorph ENCUMBRANCE
5th Level (2 slots): Modify Memory, Scrying, Lifting & Carrying: 150 lbs. max. carrying
Summon Dragon capacity; 300 lbs. pushing or dragging
6th Level (1 slot): Charm Monster, (speed -5 ft.); 300 lbs. max. lift.
Disintegrate
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PLAYING THE GAME ACTIONS (1 per turn)
• The Dungeon Master (DM) describes a • Attack: Roll to hit, melee or ranged. Some
scene and players take turns describing classes and creatures make extra attacks at
their characters' responses, often using higher levels with this action. Mastery
one of six abilities: with a weapon includes additional
• Strength (STR) (physical prowess), possible combat effects.
• Dexterity (DEX) (agility, reflexes), • Dash: Double Speed this turn.
• Constitution (CON) (health, fortitude), • Disengage: Avoiding all opportunity
• Intelligence (INT) (memory, reason), attacks while moving; "defensive retreat."
• Wisdom (WIS) (awareness, willpower), • Dodge: Give attackers disadvantage and
• Charisma (CHA) (appeal, leadership). gain advantage on Dexterity saves for
• For ability checks, saving throws, and yourself.
attack rolls, roll 1d20 + one ability • Escape: Try to break free from grapple via
modifier + proficiency bonus (if Strength (Athletics) or Dexterity
proficient in task). Other modifiers may (Acrobatics).
come from class features or spells. The • Grapple: Special melee attack to give
higher the total, the better the effort. The target the Grappled condition.
DM tracks minimum totals needed for • Help (Stabilize): DC 10 Medicine check to
successful results. aid 0 h.p. dying creature; automatic
• For initiative rolls, roll 1d20 + Initiative success if using healer's kit.
(DEX) modifier. Higher totals act before • Help: Give an ally advantage on one ability
lower totals in the same 6-second round. check or attack roll.
• During a turn, a character or creature may • Hide: Stealth allowed only if unobserved.
do 1 movement, 1 action and up to 1 • Influence: Make a Charisma check to alter
bonus action. Between turns, do up to 1 a creature's attitude.
reaction. • Magic: Cast a spell with a casting time 1
• Advantage: Roll two d20s and use the action, or use a magical item or feature.
higher result. Disadvantage: Roll two • Ready: Plan to take action as a reaction
d20s and use the lower result. when a trigger occurs.
• On attack rolls only, a "natural 20" is • Search: Make a Wisdom (Insight,
always a critical hit, while a "natural 1" is Medicine, Perception, or Survival) check.
always a miss. • Shove: Special melee attack.
• Saving throws do not count as actions and • Study: Make an Intelligence (Arcana,
are rolled as needed at any time due to History, Investigation, Nature, or
attacks, spells, or hazards. Religion) check.
• A character may die if failing three death • Utilize: Use a nonmagical item (pick a lock,
saves while at 0 hit points, gaining 6 cover a hooded lantern, equip or drop a
levels of Exhaustion, or suffering certain shield, etc.
deadly spells and hazards.
• Specific traits, features, spells, and magic
items may create exceptions to any rules.
BONUS ACTIONS (up to 1 per turn)
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Page number references...
[PHB 2024] = Dungeons & Dragons Player's Handbook (2024 version, aka "One D&D" or "5.1") by Jeremy Crawford, published Sept. 2024, by
Wizards of the Coast (ISBN-13: 978-0-7869-6951-7).
[DMG 2024] = Dungeons & Dragons Dungeon Master's Guide (2024 version, aka "One D&D" or "5.1") by Wizards of the Coast.
[MM 2024] = Dungeons & Dragons Monster Manual (2024 version, aka "One D&D" or "5.1") by Wizards of the Coast.
[PHB 2014] = Dungeons & Dragons Player's Handbook (5th edition) (2014 version) by Mike Mearls and Jeremy Crawford, published Aug. 19,
2014, by Wizards of the Coast (ISBN-10: 0786965606; ISBN-13: 978-0786965601).
[DMG] = Dungeons & Dragons Dungeon Master's Guide (5th edition) by Mike Mearls and Jeremy Crawford, published Dec. 9, 2014, by Wizards
of the Coast (ISBN-10: 9780786965625; ISBN-13: 978-0786965625).
[MM] = Dungeons & Dragons Monster Manual (5th edition) by Mike Mearls and Jeremy Crawford, published Sept. 30 2014, by Wizards of the
Coast (ISBN-10: 0786965614; ISBN-13: 978-0786965618).
[ERftLW] = Eberron: Rising from the Last War by Jeremy Crawford, James Wyatt and Keith Baker, published Nov. 19, 2019, by Wizards of the
Coast (ISBN-10: 0786966890; ISBN-13: 978-0786966899).
[GGtR] = Guildmasters' Guide To Ravnica by James Wyatt, Jeremy Crawford, published Nov. 20, 2018, by Wizards of the Coast (ISBN-10:
0786966599; ISBN-13: 978-0786966592).
[MOoT] = Mythic Odysseys of Theros by F. Wesley Schneider, James Wyatt, published July 21, 2020, by Wizards of the Coast (ISBN-10:
0786967013; ISBN-13: 978-0786967018).
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[MToF] = Mordenkainen's Tome Of Foes by Mike Mearls and Jeremy Crawford, published May 29, 2018, by Wizards of the Coast (ISBN-10:
0786966246; ISBN-13: 978-0786966240).
[MotM] = Monsters of the Multiverse by Jeremy Crawford and team, published May 17, 2022, by Wizards of the Coast (ISBN-13: 978-
0786967872).
[SJAiS] = Spelljammer: Adventures in Space by Jeremy Crawford and team, published Aug. 16, 2022, by Wizards of the Coast (ISBN-10:
0786968168; ISBN-13: 978-0786968169).
[TCoE] = Tasha's Cauldron of Everything, published Nov. 17, 2020, by Wizards of the Coast (ISBN-10: 0786967021; ISBN-13: 978-
0786967025).
[VRGtR] = Van Richten's Guide To Ravenloft by F. Wesley Schneider and others, published May 18, 2021, by Wizards of the Coast (ISBN-10:
0786967250; ISBN-13: 978-0786967254).
[VGtM] = Volo's Guide To Monsters by Mike Mearls, published Nov. 15, 2016, by Wizards of the Coast (ISBN-10: 0786966017; ISBN-13: 978-
0786966011).
[WBtW] = The Wild Beyond The Witchlight by Chris Perkins and team, published Nov. 15, 2016, by Wizards of the Coast (ISBN-13: 978-
0786967278).
[XGtE] = Xanathar's Guide to Everything by Mike Mearls and Jeremy Crawford, published Nov. 21, 2017, by Wizards of the Coast (ISBN-10:
0786966114; ISBN-13: 978-0786966110).
Books are available from a gaming store near you.
FREQUENTLY ASKED QUESTIONS | CONTACT (especially about typos, glitches and othre errrors)
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