Dragonborn (Green Dragon Ancestry) Bard 5 (College of Valor)

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Bard 5 (College of Valor) 6,695


CLASS & LEVEL EXPERIENCE POINTS PLAYER NAME
Dragonborn (Green Dragon Ancestry) Entertainer
RACE/ANCESTRY/HERITAGE BACKGROUND CAMPAIGN or PLAYER ID

SPEED FEATURES, TRAITS & MORE


STR
+2 +3 PROFICIENCY
BONUS
ARMOR
CLASS Alignment: Chao c Neutral. I follow my
(AC) INITIATIVE shi ing whims with li le concern about
14
SAVING THROWS
15 +3 30 . rules or later consequences.

Entertainer Background [PHB p. 130]


Armor Worn: chain shirt
+2 Strength Saves • Feature: By Popular Demand.
DEX +5 Dexterity Saves * • Traits: Does non-stop reinven on. Sociable
HIT POINTS HIT DICE
+2 +1 Cons tu on Saves
+0 Intelligence Saves
33 5d8
nature.
• Ideal: Does it for the fans.
14 -1 Wisdom Saves • Bond: Idolizes famous hero.
• Flaw: Parodied the wrong vengeful noble.
+7 Charisma Saves * DEATH SAVES: Success O O O Fail O O O
* Prof. bonus added
Dragonborn Traits
CON SKILLS WEAPON & UNARMED ATTACKS
(Green Dragon Ancestry) [PHB p. 32]

+1 +5 Acroba cs (Dex) * Basic A ack. One target per A ack ac on.


• Creature Type:
• Age: 19 years old
• Medium Size (6' 9", 250 lbs.)
13 +0 Animal Handling (Wis)
• Drac. Breath Weapon (poison)
+1 Arcana (Int) Rapier. Melee Weapon A ack: +5 to hit,
reach 5 . Hit: 1d8+2 piercing damage. • Drac. Resistance (half damage vs. poison)
+3 Athle cs (Str)
+5 Decep on (Cha)
INT Dagger (o and, two-weapon figh ng as bonus Bard Class Features [PHB p. 41]
+1 History (Int)
+0 +2 Insight (Wis) *
ac on). Melee or Ranged Weapon A ack: +5
to hit, reach 5 . 1d4 piercing damage. (If
• Ritual Cas ng
• Bardic Inspira on (d8) (4 uses per day)
• Jack of All Trades (non-prof. bonus)
10 +5 In mida on (Cha) thrown, normal range to 20 .; disadvantage
long range 21 to 60 .) • Song of Rest (+1d6 hp/rest)
+1 Inves ga on (Int)
+0 Medicine (Wis) • Combat Inspira on (boost ally dmg. or AC)
MAGIC, FEATS & SPECIAL ATTACKS • Exper se (prof. noted with **)
+1 Nature (Int)
WIS Vicious Mockery Cantrip. Ranged Spell A ack:
• Font of Inspira on (short rest resets)
+2 Percep on (Wis) *
-1 +10 Performance (Cha) ** Target within 60 feet that can hear you must
make a DC 15 Wisdom saving throw or take
Spellcas ng [PHB p. 201]
8 +7 Persuasion (Cha) * 2d4 psychic damage and have disadvantage
+1 Religion (Int) on next a ack made before the end of its Spell A ack Modifier +7
+3 Sleight of Hand (Dex) next turn. (No damage if made save.) Spell Save DC 15
+8 Stealth (Dex) ** Draconic Breath Weapon: Once between short
CHA
+0 Survival (Wis) or long rests, breathe out 15 . cone of Cantrips Known: Blade Ward,
+4 poison causing 2d6 poison damage (DC 12
Con save for half damage) to all caught in
Pres digita on, Vicious Mockery
18 * Prof. bonus added
area. Prepared Spells
12 PASSIVE WISDOM
(PERCEPTION) EQUIPMENT & TREASURE
1st Level (4 slots): Detect Magic, Cure
Wounds, Faerie Fire
Carried Gear [PHB, p. 143]: chain shirt (AC 13), 2nd Level (3 slots): Enhance Ability, Hold
PROFICIENCIES & LANGUAGES rapier, dagger, diplomat's pack (chest, 2 cases for Person, Invisibility, Phantasmal Force
Armor: light armor, medium armor, shields papers, set of fine clothes, ink bo le, ink pen, 3rd Level (2 slots): Fear
lamp, 2 flasks of oil, 5 paper sheets, perfume
Weapons: simple weapons, mar al weapons, vial, sealing wax, soap), belt pouch, set of
hand crossbow, longsword, rapier, common clothes, set of costume clothes, a
shortsword musical instrument, an admirer's love le er.
Tools: musical instrument (bagpipes), disguise (This load is about 96 lbs.; add 1 lb. per 50 coins
carried.)
kit, musical instrument (drum), musical
instrument (lute)
Coins & Gems: 562 gold pieces (gp); 44 silver
Saving Throws: Dexterity, Charisma pieces (sp); 24 copper pieces (cp); 4 gems (worth
Skills: Acroba cs, Insight, Percep on, 50 gp each)
Performance, Persuasion, Stealth
Languages: Common, Draconic

ENCUMBRANCE
Li ing & Carrying: 210 lbs. max. carrying
capacity; 420 lbs. pushing or dragging
(speed -5 .); 420 lbs. max. li .

PLAYING THE GAME ACTIONS (1 per turn) MOVEMENTS (limited by Speed)


• The Dungeon Master (DM) describes a • A ack: Roll to hit, melee or ranged. Some • Move: Distance equal to Speed.
scene and players take turns describing classes and creatures make extra a acks • Crawl, Climb, Swim, Squeeze, Move Across
their characters' responses. at higher levels with this ac on. Difficult Terrain or Move While
• For ability checks, saving throws, and a ack • Cast Spell: If cas ng me 1 ac on. Grappling: "Half speed," uses up 10 . of
rolls, roll 1d20 + one ability modifier + • Dash: Double Speed this turn. Speed per 5 . distance.
proficiency bonus (if proficient in task). • Disengage: Avoiding all opportunity a acks • Drop Prone: No cost to Speed.
The higher the total, the be er the effort. while moving; "defensive retreat." • Stand Up: From Prone posi on/condi on,
The DM tracks minimum totals needed • Dodge: Give a ackers disadvantage. costs half Speed that turn.
for successful results. • Escape: Try to break free from grapple. • Take Cover: At end of move, half cover
• For ini a ve rolls, roll 1d20 + Ini a ve • Grapple: Special melee a ack. gives +2 to Armor Class and Dexterity
(Dex) modifier. Higher totals act before • Help: Give an ally advantage on one ability saving throws; three-quarter cover gives
lower totals in the same 6-second round. check or a ack roll. +5 AC and Dex saves.
• During a turn, a character or creature may • Hide: Stealth allowed only if unobserved.
do 1 movement, 1 ac on and up to 1 • Ready: Plan to take ac on as reac on REACTIONS (1 between turns)
bonus ac on. Between turns, do up to 1 when trigger occurs. • Cast Spell: If cas ng me 1 reac on.
reac on. • Search: Percep on or Inves ga on check. • Opportunity A ack: May make one a ack
• Advantage: Roll two d20s and use the • Shove: Special melee a ack. if enemy moves out of reach.
higher result. Disadvantage: Roll two d20s • Stabilze: DC 10 Medicine check to aid 0 • Readied Ac on: A er trigger occurs, else
and use the lower result. h.p. dying creature; automa c success if ac on wasted.
• On a ack rolls only, a "natural 20" is always using healer's kit.
FREE ACTIONS
a cri cal hit, while a "natural 1" is always • Use Object: Pick a lock, ac vate magical
• Concentra on (Maintain A Spell): Ends if
a miss. item, cover a hooded lantern, etc.
caster starts another concentra on spell,
• Saving throws are rolled as needed at any • Use Po on: Drink or administer.
me due to a acks, spells, or hazzards. • Use Shield: Equip or drop a shield. or the caster is incapacitated, stunned,
• A character may die if failing three death unconscious, or killed. If caster takes
BONUS ACTIONS (up to 1 per turn) damage, a Cons tu on saving throw is
saves while at 0 hit points, gaining 6
• O and A ack: If doing A ack as ac on, needed to avoid immediately ending
levels of exhaus on, or suffering certain
may make one a ack this turn if light spell. DC is equal to 10 or half damage
deadly spells and hazzards.
• Specific traits, features, spells, and magic weapon in other hand. taken, whichever is greater. Each hit
items may create excep ons to any rules. • Cast Spell: If cas ng me 1 bonus ac on. needs a separate saving throw check.
• Interac ng With An Object: Generally part
of another Movement or Ac on.
Examples: Draw one weapon, drop a held
object, or open an unlocked door.

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Page number references...

[PHB] = Dungeons & Dragons Player's Handbook (5th edition) 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).
[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.

HEY CRITTERS! CRITICAL ROLE SOURCEBOOKS


[TDCS] = Critical Role: Tal'Dorei Campaign Setting by Matthew Mercer, published Oct. 17, 2017, by Green Ronin Publishing (ISBN-10:
1934547840; ISBN-13: 978-1934547847).
[EGtW] = Explorer's Guide to Wildemount by Matthew Mercer, published March 17, 2020, by Wizards of the Coast (ISBN-10: 0786966912;
ISBN-13: 978-0786966912).
[Gunslinger] = Gunslinger Martial Archetype for Fighters by Matthew Mercer, from https://www.dmsguild.com/product/170778/Gunslinger-
Martial-Archetype-for-Fighters
[Blood Hunter] = Blood Hunter Class for D&D 5e (2020) by Matthew Mercer, from https://www.dmsguild.com/product/301641/Blood-Hunter-
Class-for-DD-5e-2020

[Maestro] = College of the Maestro - Bard College Option by Matthew Mercer, from https://www.dmsguild.com/product/183630/College-of-
the-Maestro--Bard-College-Option

DOWNLOADS
[Basic Rules] = Dungeons & Dragons Basic Rules, available for download from https://dnd.wizards.com/articles/features/basicrules
[EEPG] = Elemental Evil Player's Companion, available for download from https://dnd.wizards.com/products/tabletop-games/rpg-
products/player's-companion
[UA Feb. 2015] = Unearthed Arcana: Eberron (v.1), available for download from https://dnd.wizards.com/articles/unearthed-
arcana/unearthed-arcana-eberron
[UA May 2015] = Unearthed Arcana: Waterborne Adventures, available for download from https://dnd.wizards.com/articles/unearthed-
arcana/unearthed-arcana-waterborne-adventures
[UA August 2015] = Unearthed Arcana: Modern Magic, available for download from https://dnd.wizards.com/articles/unearthed-
arcana/modern-magic. This site also uses Dan Helmick's My New D20 Modern Campaign conversion notes from his 2015 website article on
Wizards.com.
[UA May 2018] = Unearthed Arcana: Centaurs And Minotaurs, available for download from https://dnd.wizards.com/articles/unearthed-
arcana/centaurs-and-minotaurs
[UA March 2021] = Unearthed Arcana: Folk Of The Feywild, available for download from
https://dnd.wizards.com/articles/unearthedarcana/folk_feywild
[UA Oct. 2021] = Unearthed Arcana: Travelers Of The Multiverse, available for download from https://dnd.wizards.com/articles/unearthed-
arcana/travelers-multiverse
[TP] = The Tortle Package, see https://dnd.wizards.com/products/tabletop-games/digital-only-rpg-products/tortle-package

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