Gwydion Bosqueverde

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Bard [College of Eloquence] (10)

Folk Hero
CLASS & LEVEL BACKGROUND PLAYER NAME
Gwydion Bosqueverde Half-Elf/High Elf Descent: Cantrip
Neutral Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
13 +4 40
+1 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

12 PERSONALITY TRAITS

Hit Point Maximum 59


+1 Strength
DEXTERITY ●
+6 Dexterity

+2 +1 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS

15 +2 Wisdom

+8 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+1 +4 Acrobatics (Dex) SUCCESSES


10x(1d8+1)
13 ●
+6 Animal Handling (Wis) FAILURES

+2 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
+3 Athletics (Str)

0 +6 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE

11 +4 Insight (Wis)
Dagger +6 1d4+2 piercing
Backpack
WISDOM
+6 Intimidation (Cha)
+2 Investigation (Int)
Crossbow, light +6 1d8+2 piercing
Bedroll
+6 Medicine (Wis) Candle x5
+2


+8 Nature (Int)
+4 Perception (Wis) Number of Clothes, common
15 ●
+12 Performance (Cha)
Attacks: 1 Costume x2
CHARISMA

+12 Persuasion (Cha)
+2 Religion (Int)
Disguise Kit
+4 ●
+10 Sleight of Hand (Dex) Leather
18
+4 Stealth (Dex) Lute
+6 Survival (Wis)
Painter's Supplies

SKILLS ATTACKS & SPELLCASTING


Pot, iron
14 PASSIVE WISDOM (PERCEPTION)
CP Pouch
SP
Rations (1 day)
Tool Proficiencies: Land Vehicles;
Lute; Painter's Supplies; Pan Flute; x5
Viol EP
Shovel
Weapon Proficiencies: Crossbow,
hand; Longsword; Rapier; GP
10 Waterskin
Shortsword; Simple
PP
Armor Proficiencies: Light

Language Proficiencies: Common;


Elvish; Sylvan
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Gwydion Bosqueverde
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Bard Charisma 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Mage Hand Hypnotic Pattern
Minor Illusion Remove Curse
Prestidigitation Sending
Vicious Mockery

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Comprehend Languages

Detect Magic
4 3
Feather Fall

Identify Death Ward


SPELLS KNOWN

Dimension Door
Polymorph

2 3
Detect Thoughts

Heat Metal
Hold Person
5 2
Suggestion

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

Darkvision: 60 ft.

----------Bonus Actions----------
Bardic Inspiration. Inspire another creature with a 1d10 that it can, within the next 10 min., add to a d20 roll (use 4
times/long rest).

Unsettling Words. You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a
bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet
of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it
makes before the start of your next turn.

---------------Actions--------------
Countercharm. Performance during your turn that gives you and friendly creatures within 30 ft. advantage on
frightened or charmed saves.

Universal Speech. You have gained the ability to make your speech intelligible to any creature. As an action, choose
one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one
creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it
again.

-----------Other Traits------------
Actor. You have an 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.

Cantrip. You forgo the half-elf feature 'Skill Versatility' and instead gain the High-elf feature 'Cantrip'.

You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

Fey Ancestry. Advantage on charmed saves and immune to sleep magic.

Font of Inspiration. Regain all uses of Bardic Inspiration at the end of a rest.

Jack of All Trades. +2 to ability checks that don't already include your proficiency bonus.

Mobile. You are exceptionally speedy and agile. You gain the following benefits:

Your speed increases by 10 feet.

When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.

When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the
rest of the turn, whether you hit or not.

Rustic Hospitality. Since you come from the ranks of the common folk, you fit in among them with ease. You can find
a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to
them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. .

Silver Tongue. You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion)
or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.

Song of Rest. With a song, you and friendly creatures gain 1d8 additional healing at the end of a short rest.

Unfailing Inspiration. Your inspiring words are so persuasive that others feel driven to succeed. When a creature
adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature
can keep the Bardic Inspiration die.
Page 1

Mage Hand Minor Illusion Prestidigitation


Bard Cantrip Conjuration DC 16 Spell Mod +8 Bard Cantrip Illusion DC 16 Spell Mod +8 Bard Cantrip Transmutation DC 16 Spell Mod +8
1 Act. 30 ft V,S 1 min 1 Act. 30 ft S,M 1 min 1 Act. 10 ft V,S Up to 1 hr
A bit of fleece

A spectral, floating hand appears at a point You create a sound or an image of an object This spell is a minor magical trick that novice
you choose within range. The hand lasts for within range that lasts for the duration. The spellcasters use for practice. You create one of
the duration or until you dismiss it as an illusion also ends if you dismiss it as an action the following magical effects within range: •
action. The hand vanishes if it is ever more or cast this spell again. If you create a sound, You create an instantaneous, harmless
than 30 feet away from you or if you cast this its volume can range from a whisper to a sensory effect, such as a shower of sparks, a
spell again. You can use your action to control scream. It can be your voice, someone else's puff of wind, faint musical notes, or an odd
the hand. You can use the hand to manipulate voice, a lion's roar, a beating of drums, or any odor. • You instantaneously light or snuff out a
an object, open an unlocked door or container, other sound you choose. The sound continues candle, a torch, or a small campfire. • You
stow or retrieve an item from an open unabated throughout the duration, or you can instantaneously clean or soil an object no
container, or pour the contents out of a vial. make discrete sounds at different times before larger than 1 cubic foot. • You chill, warm, or
You can move the hand up to 30 feet each time the spell ends. If you create an image of an flavor up to 1 cubic foot of nonliving material
you use it. The hand can't attack, activate object—such as a chair, muddy footprints, or a for 1 hour. • You make a color, a small mark, or
magic items, or carry more than 10 pounds. small chest—it must be no larger than a 5-foot a symbol appear on an object or a surface for 1
cube. The image can't create sound, light, hour. • You create a nonmagical trinket or an
smell, or any other sensory effect. Physical illusory image that can fit in your hand and
interaction with the image reveals it to be an that lasts until the end of your next turn. If
illusion, because things can pass through it. If you cast this spell multiple times, you can
a creature uses its action to examine the sound have up to three of its non-instantaneous
or image, the creature can determine that it is effects active at a time, and you can dismiss

Vicious Mockery Comprehend Languages (ritual) Detect Magic (ritual)


Bard Cantrip Enchantment DC 16 Spell Mod +8 Bard Level 1 Divination DC 16 Spell Mod +8 Bard Level 1 Divination DC 16 Spell Mod +8
1 Act. 60 ft V Inst 1 Act. Self V,S,M 1 hr 1 Act. Self V,S Conc, 10 mins
A pinch of soot and salt

Choose a creature you can see. If it can hear For the duration, you understand the literal For the duration, you sense the presence of
you, it must pass a Wisdom save or take 1d4 meaning of any spoken language that you magic within 30 feet of you. If you sense magic
psychic damage and have disadvantage on its hear. You also understand any written in this way, you can use your action to see a
next attack roll before the end of its next turn. language that you see, but you must be faint aura around any visible creature or
The damage increases by 1d4 when you touching the surface on which the words are object in the area that bears magic, and you
reach 5th, 11th, and 17th level. written. It takes about 1 minute to read one learn its school of magic, if any. The spell can
page of text. This spell doesn't decode secret penetrate most barriers, but it is blocked by 1
messages in a text or a glyph, such as an foot of stone, 1 inch of common metal, a thin
arcane sigil, that isn't part of a written sheet of lead, or 3 feet of wood or dirt.
language.

Feather Fall Identify (ritual) Detect Thoughts


Bard Level 1 Transmutation DC 16 Spell Mod +8 Bard Level 1 Divination DC 16 Spell Mod +8 Bard Level 2 Divination DC 16 Spell Mod +8
1 reAct. 60 ft V,M 1 min 1 min Touch V,S,M Inst 1 Act. Self V,S,M Conc, 1 min
A small feather or piece of down A pearl worth at least 100 gp and an owl feather A copper piece

Choose up to five falling creatures within You choose one object that you must touch For the duration, you can read the thoughts of
range. A falling creature's rate of descent throughout the casting of the spell. If it is a certain creatures. When you cast the spell and
slows to 60 feet per round until the spell ends. magic item or some other magic-imbued as your action on each turn until the spell
If the creature lands before the spell ends, it object, you learn its properties and how to use ends, you can focus your mind on any one
takes no falling damage and can land on its them, whether it requires attunement to use, creature that you can see within 30 feet of you.
feet, and the spell ends for that creature. and how many charges it has, if any. You learn If the creature you choose has an Intelligence
whether any spells are affecting the item and of 3 or lower or doesn't speak any language,
what they are. If the item was created by a the creature is unaffected. You initially learn
spell, you learn which spell created it. If you the surface thoughts of the creature—what is
instead touch a creature throughout the most on its mind in that moment. As an
casting, you learn what spells, if any, are action, you can either shift your attention to
currently affecting it. another creature's thoughts or attempt to
probe deeper into the same creature's mind. If
you probe deeper, the target must make a
Wisdom saving throw. If it fails, you gain
insight into its reasoning (if any), its
emotional state, and something that looms
large in its mind (such as something it worries
over, loves, or hates). If it succeeds, the spell
Page 1 (reverse)

Prestidigitation (reverse) Minor Illusion (reverse)


such an effect as an action. 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.

Detect Thoughts (reverse)


ends. Either way, the target knows that you
are probing into its mind, and unless you shift
your attention to another creature's thoughts,
the creature can use its action on its turn to
make an Intelligence check contested by your
Intelligence check; if it succeeds, the spell
ends. Questions verbally directed at the target
creature naturally shape the course of its
thoughts, so this spell is particularly effective
as part of an interrogation. You can also use
this spell to detect the presence of thinking
creatures you can't see. When you cast the
spell or as your action during the duration,
you can search for thoughts within 30 feet of
you. The spell can penetrate barriers, but 2
feet of rock, 2 inches of any metal other than
lead, or a thin sheet of lead blocks you. You
can't detect a creature with an Intelligence of 3
or lower or one that doesn't speak any
language. Once you detect the presence of a
creature in this way, you can read its thoughts
for the rest of the duration as described above,
even if you can't see it, but it must still be
within range.
Page 2

Heat Metal Hold Person Suggestion


Bard Level 2 Transmutation DC 16 Spell Mod +8 Bard Level 2 Enchantment DC 16 Spell Mod +8 Bard Level 2 Enchantment DC 16 Spell Mod +8
1 Act. 60 ft V,S,M Conc, 1 min 1 Act. 60 ft V,S,M Conc, 1 min 1 Act. 30 ft V,M Conc, 8 hrs
A piece of iron and a flame A small, straight piece of iron A snake's tongue and either a bit of honeycomb or a
drop of sweet oil

Choose a manufactured metal object, such as a Choose a humanoid that you can see within You suggest a course of activity (limited to a
metal weapon or a suit of heavy or medium range. The target must succeed on a Wisdom sentence or two) and magically influence a
metal armor, that you can see within range. saving throw or be paralyzed for the duration. creature you can see within range that can
You cause the object to glow red-hot. Any At the end of each of its turns, the target can hear and understand you. Creatures that can't
creature in physical contact with the object make another Wisdom saving throw. On a be charmed are immune to this effect. The
takes 2d8 fire damage when you cast the spell. success, the spell ends on the target. At Higher suggestion must be worded in such a manner
Until the spell ends, you can use a bonus Levels. When you cast this spell using a spell as to make the course of action sound
action on each of your subsequent turns to slot of 3rd level or higher, you can target one reasonable. Asking the creature to stab itself,
cause this damage again. If a creature is additional humanoid for each slot level above throw itself onto a spear, immolate itself, or
holding or wearing the object and takes the 2nd. The humanoids must be within 30 feet of do some other obviously harmful act ends the
damage from it, the creature must succeed on each other when you target them. spell. The target must make a Wisdom saving
a Constitution saving throw or drop the object throw. On a failed save, it pursues the course
if it can. If it doesn't drop the object, it has of action you described to the best of its
disadvantage on attack rolls and ability checks ability. The suggested course of action can
until the start of your next turn. At Higher continue for the entire duration. If the
Levels. When you cast this spell using a spell suggested activity can be completed in a
slot of 3rd level or higher, the damage shorter time, the spell ends when the subject
increases by 1d8 for each slot level above 2nd. finishes what it was asked to do. You can also
specify conditions that will trigger a special

Hypnotic Pattern Remove Curse Sending


Bard Level 3 Illusion DC 16 Spell Mod +8 Bard Level 3 Abjuration DC 16 Spell Mod +8 Bard Level 3 Evocation DC 16 Spell Mod +8
1 Act. 120 ft S,M Conc, 1 min 1 Act. Touch V,S Inst 1 Act. UnlimitedV,S,M 1 Rnd
A glowing stick of incense or a crystal vial filled with A short piece of fine copper wire
phosphorescent material

You create a twisting pattern of colors that At your touch, all curses affecting one creature You send a short message of twenty-five
weaves through the air inside a 30-foot cube or object end. If the object is a cursed magic words or less to a creature with which you are
within range. The pattern appears for a item, its curse remains, but the spell breaks its familiar. The creature hears the message in its
moment and vanishes. Each creature in the owner's attunement to the object so it can be mind, recognizes you as the sender if it knows
area who sees the pattern must make a removed or discarded. you, and can answer in a like manner
Wisdom saving throw. On a failed save, the immediately. The spell enables creatures with
creature becomes charmed for the duration. Intelligence scores of at least 1 to understand
While charmed by this spell, the creature is the meaning of your message. You can send
incapacitated and has a speed of 0. The spell the message across any distance and even to
ends for an affected creature if it takes any other planes of existence, but if the target is on
damage or if someone else uses an action to a different plane than you, there is a 5 percent
shake the creature out of its stupor. chance that the message doesn't arrive.

Death Ward Dimension Door Polymorph


Bard Level 4 Abjuration DC 16 Spell Mod +8 Bard Level 4 Conjuration DC 16 Spell Mod +8 Bard Level 4 Transmutation DC 16 Spell Mod +8
1 Act. Touch V,S 8 hrs 1 Act. 500 ft V Inst 1 Act. 60 ft V,S,M Conc, 1 hr
A caterpillar cocoon

You touch a creature and grant it a measure of You teleport yourself from your current This spell transforms a creature that you can
protection from death. The first time the location to any other spot within range. You see within range into a new form. An
target would drop to 0 hit points as a result of arrive at exactly the spot desired. It can be a unwilling creature must make a Wisdom
taking damage, the target instead drops to 1 place you can see, one you can visualize, or saving throw to avoid the effect. The spell has
hit point, and the spell ends. If the spell is still one you can describe by stating distance and no effect on a shapechanger or a creature with
in effect when the target is subjected to an direction, such as “200 feet straight 0 hit points. The transformation lasts for the
effect that would kill it instantaneously downward” or “upward to the northwest at a duration, or until the target drops to 0 hit
without dealing damage, that effect is instead 45-degree angle, 300 feet.” You can bring points or dies. The new form can be any beast
negated against the target, and the spell ends. along objects as long as their weight doesn't whose challenge rating is equal to or less than
exceed what you can carry. You can also bring the target's (or the target's level, if it doesn't
one willing creature of your size or smaller have a challenge rating). The target's game
who is carrying gear up to its carrying statistics, including mental ability scores, are
capacity. The creature must be within 5 feet of replaced by the statistics of the chosen beast.
you when you cast this spell. If you would It retains its alignment and personality. The
arrive in a place already occupied by an object target assumes the hit points of its new form.
or a creature, you and any creature traveling When it reverts to its normal form, the
with you each take 4d6 force damage, and the creature returns to the number of hit points it
spell fails to teleport you. had before it transformed. If it reverts as a
result of dropping to 0 hit points, any excess
Page 2 (reverse)

Suggestion (reverse)
activity during the duration. For example, you
might suggest that a knight give her warhorse
to the first beggar she meets. If the condition
isn't met before the spell expires, the activity
isn't performed. If you or any of your
companions damage the target, the spell ends.

Polymorph (reverse)
damage carries over to its normal form. As
long as the excess damage doesn't reduce the
creature's normal form to 0 hit points, it isn't
knocked unconscious. The creature is limited
in the actions it can perform by the nature of
its new form, and it can't speak, cast spells, or
take any other action that requires hands or
speech. The target's gear melds into the new
form. The creature can't activate, use, wield, or
otherwise benefit from any of its equipment.

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