Niccolo
Niccolo
Niccolo
STEALTH DISADVANTAGE
15 ✘
+0 Wisdom
+6 Charisma
33 5d8 Song of Rest. You or any friendly creatures who can
hear your performance regain hp at the end of the
CONDITIONAL
short rest by spending one or more Hit Dice, each of
those creatures regains an extra 1d6 hit points.
+2
Font of Inspiration. You regain all of your expended
CURRENT HIT POINTS uses of Bardic Inspiration when you finish a short or
CONSTITUTION DEATH SAVING THROWS
long rest.
SAVING THROWS
13 N
CIE C
✘✘ +8 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Cutting Words (Reaction). When a creature that
you can see within 60 feet of you makes an attack
Y
PROFI
RT
EX E
P
VISION INSPIRATION EXHAUSTION roll, an ability check, or a damage roll, you can use
+1 Animal Handling (Wis)
your reaction to expend one of your uses of Bardic
+1 +2 Arcana (Int) Darkvision Inspiration, rolling a Bardic Inspiration die and
Resistances. Fire subtracting the number rolled from the creature’s
+2 Athletics (Str)
roll. You can choose to use this feature after the
INTELLIGENCE +4 Deception (Cha) creature makes its roll, but before the GM
determines whether the attack roll or ability check
12 +2 History (Int)
+1 Insight (Wis)
succeeds or fails, or before the creature deals its
damage. The creature is immune if it can’t hear you
or if it’s immune to being charmed.
+4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+1 ✘ +4 Investigation (Int)
+1 Medicine (Wis) Hellish Resistance. You have resistance to fire
WISDOM
damage.
+2 Nature (Int)
17 ✘ +3 Survival (Wis)
SKILLS
+3 11 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and flee from it to no avail.
This thing that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the
wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken
its toll, isolating you from others and making you question your sanity. You must find a way to overcome it before it
destroys you.
PERSONALITY TRAITS
IDEAL
BOND
Heart of Darkness
Those who look into your eyes can see that you have
faced unimaginable horror and that you are no
stranger to darkness. Though they might fear you,
commoners will extend you every courtesy and do
their utmost to help you. Unless you have shown
yourself to be a danger to them, they will even take
up arms to fight alongside you, should you find
yourself facing an enemy alone.
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 Dagger of Venom. You gain a +1 bonus to attack and
[Leather] 1 10 [Dagger of Venom] 1 1 damage rolls made with this magic weapon.
[Dagger of Venom] 1 1 You can use an action to cause thick, black poison to
coat the blade. The poison remains for 1 minute or until
an attack using this weapon hits a creature. That
creature must succeed on a DC 15 Constitution saving
throw or take 2d10 poison damage and become
poisoned for 1 minute. The dagger can't be used this
way again until the next dawn.
0 0 0 0 0
12 lb / 180 lb 360 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +6 14 N/A
You create up to four torch-sized lights within range, making them A spectral, floating hand appears at a point you choose within range. You manifest a minor wonder, a sign of supernatural power, within
appear as torches, lanterns, or glowing orbs that hover in the air for The hand lasts for the duration or until you dismiss it as an action. range. You create one of the following magical effects within range:
the duration. You can also combine the four lights into one glowing The hand vanishes if it is ever more than 30 feet away from you or if • Your voice booms up to three times as loud as normal for 1
vaguely humanoid form of Medium size. Whichever form you choose, you cast this spell again. minute.
each light sheds dim light in a 10-foot radius. As a bonus action on You can use your action to control the hand. You can use the hand • You cause flames to flicker, brighten, dim, or change color for 1
your turn, you can move the lights up to 60 feet to a new spot within to manipulate an object, open an unlocked door or container, stow or minute.
range. A light must be within 20 feet of another light created by this retrieve an item from an open container, or pour the contents out of • You cause harmless tremors in the ground for 1 minute.
spell, and a light winks out if it exceeds the spell’s range. a vial. You can move the hand up to 30 feet each time you use it. The • You create an instantaneous sound that originates from a point
hand can’t attack, activate magic items, or carry more than 10 of your choice within range, such as a rumble of thunder, the cry of a
pounds. raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly
open or slam shut.
• You alter the appearance of your eyes for 1 minute. If you cast
this spell multiple times, you can have up to three of its 1-minute
effects active at a time, and you can dismiss such an effect as an
action.
Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Infernal Legacy (Tiefling) Player’s Handbook
You unleash a string of insults laced with subtle enchantments at a Up to three creatures of your choice that you can see within range The black lotus only blooms during the solar eclipse, when the
creature you can see within range. If the target can hear you (thought must make Charisma saving throws. Whenever a target that fails this nearest star understands its own mortality.
it need not understand you), it must succeed on a Wisdom saving saving throw makes an attack roll or a saving throw before the spell The first time you take the Attack action during your turn, you can
throw or take 1d4 psychic damage and have disadvantage on the ends, the target must roll a d4 and subtract the number rolled from cast this spell to summon a swirl of black lotus petals to surround
next attack roll it makes before the end of its next turn. This spell’s the attack roll or saving throw. your weapon, distracting your foes and enabling you to strike with
damage increases by 1d4 when you reach 5th level (2d4), 11th level At Higher Levels. When you cast this spell using a spell slot of 2nd great power. Each successful hit you make with this weapon before
(3d4) and 17th level (4d4) level or higher, you can target one additional creature for each slot the spell ends, the target must make a Wisdom saving throw or have
level above 1st. a new effect apply. Once you’ve made three weapon attacks, the
spell ends.
• 1st Hit:
• If the target fails their saving throw, their movement speed is
halved until the end of their next turn.
• 2nd Hit:
• If the target fails their saving throw, they take 1d6 psychic
damage and cannot take reactions until after the end of your next
turn.
• 3rd Hit:
• If the target fails their saving throw, they take 2d6 psychic
damage and cannot take bonus actions during their next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the psychic damage of the 2nd hit increases by 1d6
per spell slot level above 1st.
Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) The Compendium of Forgotten Secrets
You attempt to charm a humanoid you can see within range. It must A creature you touch regains a number of hit points equal to 1d8 + You make yourself—including your clothing, armor, weapons, and
make a Wisdom saving throw, and does so with advantage if you or your spellcasting ability modifier. This spell has no effect on undead other belongings on your person—look different until the spell ends
your companions are fighting it. If it fails the saving throw, it is or constructs. or until you use your action to dismiss it. You can seem 1 foot shorter
charmed by you until the spell ends or until you or your companions At Higher Levels. When you cast this spell using a spell slot of 2nd or taller and can appear thin, fat, or in between. You can’t change
do anything harmful to it. The charmed creature regards you as a level or higher, the healing increases by 1d8 for each slot level above your body type, so you must adopt a form that has the same basic
friendly acquaintance. When the spell ends, the creature knows it 1st. arrangement of limbs. Otherwise, the extent of the illusion is up to
was charmed by you. you.
At Higher Levels. When you cast this spell using a spell slot of 2nd The changes wrought by this spell fail to hold up to physical
level or higher, you can target one additional creature for each slot inspection. For example, if you use this spell to add a hat to your
level above 1st. The creatures must be within 30 feet of each other outfit, objects pass through the hat, and anyone who touches it
when you target them. would feel nothing or would feel your head and hair. If you use this
spell to appear thinner than you are, the hand of someone who
reaches out to touch you would bump into you while it was
seemingly still in midair.
To discern that you are disguised, a creature can use its action to
inspect your appearance and must succeed on an Intelligence
(Investigation) check against your spell save DC.
Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook
Healing Word Hellish Rebuke Darkness
1st-level evocation 1st-level evocation 2nd-level evocation
CASTING TIME 1 bonus action CASTING TIME 1 reaction CASTING TIME 1 action
RANGE 60 feet RANGE 60 feet RANGE 60 feet
DURATION Instantaneous DURATION Instantaneous DURATION Concentration, up to 10 minutes
COMPONENTS V COMPONENTS V, S COMPONENTS V, M (bat fur and a drop of pitch or piece of coal)
A creature of your choice that you can see within range regains hit Reaction: you are being damaged by a creature within 60 feet of you Magical darkness spreads from a point you choose within range to fill
points equal to 1d4 + your spellcasting ability modifier. This spell has that you can see You point your finger, and the creature that a 15-foot radius sphere for the duration. The darkness spreads
no effect on undead or constructs. damaged you is momentarily surrounded by hellish flames. The around corners. A creature with darkvision can’t see through this
At Higher Levels. When you cast this spell using a spell slot of 2nd creature must make a Dexterity saving throw. It takes 2d10 fire darkness, and nonmagical light can’t illuminate it.
level or higher, the healing increases by 1d4 for each slot level above damage on a failed save, or half as much damage on a successful one. If the point you choose is on an object you are holding or one that
1st. At Higher Levels. When you cast this spell using a spell slot of 2nd isn’t being worn or carried, the darkness emanates from the object
level or higher, the damage increases by 1d10 for each slot level and moves with it. Completely covering the source of the darkness
above 1st. with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a
spell of 2nd level or lower, the spell that created the light is dispelled.
Spellcasting (Bard) Player’s Handbook Infernal Legacy (Tiefling) Player’s Handbook Infernal Legacy (Tiefling) Player’s Handbook
Invisibility Fear
2nd-level illusion 3rd-level illusion
A creature you touch becomes invisible until the spell ends. Anything You project a phantasmal image of a creature’s worst fears. Each
the target is wearing or carrying is invisible as long as it is on the creature in a 30-foot cone must succeed on a Wisdom saving throw
target’s person. The spell ends for a target that attacks or casts a or drop whatever it is holding and become frightened for the
spell. duration.
At Higher Levels. When you cast this spell using a spell slot of 3rd While frightened by this spell, a creature must take the Dash action
level or higher, you can target one additional creature for each slot and move away from you by the safest available route on each of its
level above 2nd. turns, unless there is nowhere to move. If the creature ends its turn
in a location where it doesn’t have line of sight to you, the creature
can make a Wisdom saving throw. On a successful save, the spell
ends for that creature.
The breastplate and shoulder protectors of this armor are You gain a +1 bonus to attack and damage rolls made with You gain a +1 bonus to attack and damage rolls made with
made of leather that has been stiffened by being boiled in this magic weapon. this magic weapon.
oil. The rest of the armor is made of softer and more You can use an action to cause thick, black poison to coat You can use an action to cause thick, black poison to coat
flexible materials. the blade. The poison remains for 1 minute or until an the blade. The poison remains for 1 minute or until an
attack using this weapon hits a creature. That creature attack using this weapon hits a creature. That creature
must succeed on a DC 15 Constitution saving throw or take must succeed on a DC 15 Constitution saving throw or take
2d10 poison damage and become poisoned for 1 minute. 2d10 poison damage and become poisoned for 1 minute.
The dagger can't be used this way again until the next The dagger can't be used this way again until the next
dawn. dawn.
10 lb. Player’s Handbook 1 lb. Dungeon Master’s Guide 1 lb. Dungeon Master’s Guide