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College of Valor Bard 3 Entertainer

CLASSE & NÍVEL HISTORIAL NOME DO JOGADOR


Lilith Shadowheart
Standard Tiefling Chaotic Neutral
RAÇA ALINHAMENTO PONTOS DE EXP
NOME DO PERSONAGEM

INSPIRAÇÃO
Determinada; Melancólica; Resiliente;
FORÇA 13 3 30
Inquisitiva; Misteriosa e Encantadora

-1 2 BÔNUS DE PROFICIÊNCIA

8 TRAÇOS DE PERSONALIDADE

Máximo de Pontos de Vida 18


-1 Força
DESTREZA 4 Destreza Liberdade Musical; Justiça Pessoal; Empatia

2
0 Constituição PONTOS DE VIDA ATUAIS por Desfavorecidos
2 Inteligência

14 1 Sabedoria
IDEAIS
5 Carisma
PONTOS DE VIDA TEMPORÁRIOS
CONSTITUIÇÃO TESTES DE RESISTÊNCIA
Aliança Musical; Devoção à Arte Mágica;

0 3 Acrobacia (Des)
3 Simpatia pelos Desfavorecidos; Afinidade
com a Natureza
10 2 Adestrar Animais (…
VÍNCULOS
3 Arcana (Int)

INTELIGÊNCIA 0 Atletismo (For)

2
4 Enganação (Car) NOME ATQ DANO/TIPO Cautela Extrema nas Relações; Dificuldade
3 História (Int) em Aceitar Ajuda; Incapacidade de Falar;
Thunderwave DC13 2d8 Thunder
2 Perspicácia (Sab) Ligação Perigosa com a Magia
14
4 Intimidação (Car)
Dagger +4 1d4+2 Piercing DEFEITOS
3 Investigação (Int)
SABEDORIA
2 Medicina (Sab) Healing Word 1d4+3 Healing

1 3 Natureza (Int)
Hellish Rebuke DC13 2d10 Fire
Bardic Inspiration
2 Perceção (Sab)
Ritual Casting
12 4 Atuação (Car)
ATAQUES & CONJURAÇÃO Hellish Resistance
4 Persuasão (Car)
CARISMA Darkvision
3 Religião (Int)

3
0 Jack of All Trades
3 Prestidigitação (Des)
CP SP EP GP PP
Song of Rest
3 Furtividade (Des)
17 2 Sobrevivência (Sab) 1 Dagger
Infernal Legacy

CARACTERÍSTICAS & TRAÇOS


APTIDÕES 1 Entertainer's Pack
1 Lute
1 Leather Armor
12 SABEDORIA (PERCEPÇÃO) PASSIVA
2 costume
1 Backpack

FERRAMENTA: Flute, Lute, Viol 1 Bedroll

IDIOMA: Common, Infernal EQUIPAMENTO

ARMADURA: Light Armor


ARMA: Longsword, Rapier, Shortsword, Simple
weapons

OUTRAS PROFICIÊNCIAS & IDIOMAS


NOME ATQ DANO/TIPO Total: 3 Total:
CP SP EP GP PP
3
BARDIC INSPIRATION
5 Candle

5 Rations
1 Waterskin
Total: Total:
1 Disguise kit

ATAQUES & CONJURAÇÃO

Total: Total:

EQUIPAMENTO
CARISMA 13 5

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 TRUQUES 3 0 6 0

Thaumaturgy

Mage Hand
4 0 7 0
Message

1 4 5 0 8 0

Thunderwave

Silent Image
9 0
Hideous Laughter

Disguise Self

Comprehend Languages

Healing Word

Hellish Rebuke

2 2

Invisibility

Enhance Ability
CARACTERÍSTICAS & TRAÇOS
Bardic Inspiration Song of Rest
You can inspire others through stirring words or Ritual Casting Beginning at 2nd level, you can use soothing music
music. To do so, you use a bonus action on your turn You can cast any bard spell you know as a ritual if or oration to help revitalize your wounded allies
to choose one creature other than yourself within 60 that spell has the ritual tag. during a short rest. If you or any friendly creatures
feet of you who can hear you. That creature gains who can hear your performance regain hit points at
Hellish Resistance
one Bardic Inspiration die, a d6. Once within the the end of the short rest by spending one or more
You have resistance to fire damage.
next 10 minutes, the creature can roll the die and Hit Dice, each of those creatures regains an extra
add the number rolled to one ability check, attack 1d6 hit points.
Darkvision
roll, or saving throw it makes. The creature can wait
Thanks to your infernal heritage, you have superior
until after it rolls the d20 before deciding to use the Infernal Legacy
vision in dark and dim conditions. You can see in
Bardic Inspiration die, but must decide before the You know the thaumaturgy cantrip. When you reach
dim light within 60 feet of you as if it were bright
DM says whether the roll succeeds or fails. Once the 3rd level, you can cast the hellish rebuke spell as a
light, and in darkness as if it were dim light. You
Bardic Inspiration die is rolled, it is lost. A creature 2nd-level spell once with this trait and regain the
can't discern color in darkness, only shades of gray.
can have only one Bardic Inspiration die at a time. ability to do so when you finish a long rest.
You can use this feature a number of times equal to Charisma is your spellcasting ability for these
Jack of All Trades
your Charisma modifier (a minimum of once). You spells.
Starting at 2nd level, you can add half your
regain any expended uses when you finish a long proficiency bonus, rounded down, to any ability
rest. Your Bardic Inspiration die changes when you check you make that doesn’t already include your
reach certain levels in this class. The die becomes a proficiency bonus.
d8 at 5th level, a d10 at 10th level, and a d12 at 15th
level.
FEITIÇOS
Thaumaturgy Message Silent Image
Transmutação cantrip Transmutação cantrip Ilusão 1
Tempo de Conjuração: 1 action Tempo de Conjuração: 1 action Tempo de Conjuração: 1 action
Alcance: 30 feet Alcance: 120 feet Alcance: 60 feet
Alvo: See text Alvo: A creature within range Alvo: A spot within range
Componentes: V Componentes: V S M Componentes: V S M
Duração: Up to 1 minute Duração: 1 round Duração: ConcentraçãoUp to 10 minutes
Descrição: Descrição: Descrição:
You manifest a minor wonder, a sign of supernatural You point your finger toward a creature within You create the image of an object, a creature, or
power, within range. You create one of the following range and whisper a message. The target (and only some other visible phenomenon that is no larger
magical effects within range: Your voice booms up the target) hears the message and can reply in a than a 15-foot cube. The image appears at a spot
to three times as loud as normal for 1 minute. You whisper that only you can hear. You can cast this within range and lasts for the duration. The image is
cause flames to flicker, brighten, dim, or change spell through solid objects if you are familiar with purely visual; it isn’t accompanied by sound, smell,
color for 1 minute. You cause harmless tremors in the target and know it is beyond the barrier. Magical or other sensory effects. You can use your action to
the ground for 1 minute. You create an silence, 1 foot of stone, 1 inch of common metal, a cause the image to move to any spot within range.
instantaneous sound that originates from a point of thin sheet of lead, or 3 feet of wood blocks the spell. As the image changes location, you can alter its
your choice within range, such as a rumble of The spell doesn’t have to follow a straight line and appearance so that its movements appear natural for
thunder, the cry of a raven, or ominous whispers. can travel freely around corners or through the image. For example, if you create an image of a
You instantaneously cause an unlocked door or openings. creature and move it, you can alter the image so that
window to fly open or slam shut. You alter the it appears to be walking. Physical interaction with
appearance of your eyes for 1 minute. If you cast Thunderwave the image reveals it to be an illusion, because things
this spell multiple times, you can have up to three of Evocação 1 can pass through it. A creature that uses its action to
its 1-minute effects active at a time, and you can Tempo de Conjuração: 1 action examine the image can determine that it is an
dismiss such an effect as an action. Alcance: Self (15-foot cube) illusion with a successful Intelligence
Alvo: Self (15-foot cube) (Investigation) check against your spell save DC. If
Mage Hand Componentes: V S a creature discerns the illusion for what it is, the
Conjuração cantrip Duração: Instantaneous creature can see through the image.
Tempo de Conjuração: 1 action Descrição:
Alcance: 30 feet A wave of thunderous force sweeps out from you. Hideous Laughter
Alvo: A point you choose within range Each creature in a 15-foot cube originating from you Encantamento 1
Componentes: V S must make a Constitution saving throw. On a failed Tempo de Conjuração: 1 action
Duração: 1 minute save, a creature takes 2d8 thunder damage and is Alcance: 30 feet
Descrição: pushed 10 feet away from you. On a successful Alvo: A creature of your choice that you can see
A spectral, floating hand appears at a point you save, the creature takes half as much damage and within range
choose within range. The hand lasts for the duration isn’t pushed. In addition, unsecured objects that are Componentes: V S M
or until you dismiss it as an action. The hand completely within the area of effect are Duração: ConcentraçãoUp to 1 minute
vanishes if it is ever more than 30 feet away from automatically pushed 10 feet away from you by the Descrição:
you or if you cast this spell again. You can use your spell’s effect, and the spell emits a thunderous boom A creature of your choice that you can see within
action to control the hand. You can use the hand to audible out to 300 feet. range perceives everything as hilariously funny and
manipulate an object, open an unlocked door or Em Níveis Superiores: When you cast this spell falls into fits of laughter if this spell affects it. The
container, stow or retrieve an item from an open using a spell slot of 2nd level or higher, the damage target must succeed on a Wisdom saving throw or
container, or pour the contents out of a vial. You can increases by 1d8 for each slot level above 1st. fall prone, becoming incapacitated and unable to
move the hand up to 30 feet each time you use it. stand up for the duration. A creature with an
The hand can’t attack, activate magic items, or carry Intelligence score of 4 or less isn’t affected. At the
more than 10 pounds. end of each of its turns, and each time it takes
damage, the target can make another Wisdom saving
throw. The target has advantage on the saving throw
if it’s triggered by damage. On a success, the spell
ends.
Disguise Self Invisibility
Ilusão 1 Healing Word Ilusão 2
Tempo de Conjuração: 1 action Evocação 1 Tempo de Conjuração: 1 action
Alcance: Self Tempo de Conjuração: 1 bonus action Alcance: Touch
Alvo: Self Alcance: 60 feet Alvo: A creature you touch
Componentes: V S Alvo: A creature of your choice that you can see Componentes: V S M
Duração: 1 hour within range Duração: ConcentraçãoUp to 1 hour
Descrição: Componentes: V Descrição:
You make yourself—including your clothing, armor, Duração: Instantaneous A creature you touch becomes invisible until the
weapons, and other belongings on your person— Descrição: spell ends. Anything the target is wearing or
look different until the spell ends or until you use A creature of your choice that you can see within carrying is invisible as long as it is on the target’s
your action to dismiss it. You can seem 1 foot range regains hit points equal to 1d4 + your person. The spell ends for a target that attacks or
shorter or taller and can appear thin, fat, or in spellcasting ability modifier. This spell has no effect casts a spell.
between. You can’t change your body type, so you on undead or constructs. Em Níveis Superiores: When you cast this spell
must adopt a form that has the same basic Em Níveis Superiores: When you cast this spell using a spell slot of 3rd level or higher, you can
arrangement of limbs. Otherwise, the extent of the using a spell slot of 2nd level or higher, the Healing target one additional creature for each slot level
illusion is up to you. The changes wrought by this increases by 1d4 for each slot level above 1st. above 2nd.
spell fail to hold up to physical inspection. For
Hellish Rebuke Enhance Ability
example, if you use this spell to add a hat to your
Evocação 1 Transmutação 2
outfit, objects pass through the hat, and anyone who
Tempo de Conjuração: 1 reaction, which you take Tempo de Conjuração: 1 action
touches it would feel nothing or would feel your
in response to being damaged by a creature within Alcance: Touch
head and hair. If you use this spell to appear thinner
60 feet of you that you can see Alvo: A creature
than you are, the hand of someone who reaches out
Alcance: 60 feet Componentes: V S M
to touch you would bump into you while it was
Alvo: The creature that damaged you Duração: ConcentraçãoUp to 1 hour
seemingly still in midair. To discern that you are
Componentes: V S Descrição:
disguised, a creature can use its action to inspect
Duração: Instantaneous You touch a creature and bestow upon it a magical
your appearance and must succeed on an
Descrição: enhancement. Choose one of the following effects;
Intelligence (Investigation) check against your spell
You point your finger, and the creature that damaged the target gains that effect until the spell ends.
save DC.
you is momentarily surrounded by hellish flames. Bear’s Endurance. The target has advantage on
Comprehend Languages The creature must make a Dexterity saving throw. It Constitution checks. It also gains 2d6 temporary hit
Adivinhação 1 takes 2d10 fire damage on a failed save, or half as points, which are lost when the spell ends. Bull’s
Tempo de Conjuração: 1 action much damage on a successful one. Strength. The target has advantage on Strength
Alcance: Self Em Níveis Superiores: When you cast this spell checks, and his or her carrying capacity doubles.
Alvo: Self using a spell slot of 2nd level or higher, the damage Cat’s Grace. The target has advantage on Dexterity
Componentes: V S M increases by 1d10 for each slot level above 1st. checks. It also doesn’t take damage from falling 20
Duração: 1 hour feet or less if it isn’t incapacitated. Eagle’s Splendor.
Descrição: The target has advantage on Charisma checks. Fox’s
For the duration, you understand the literal meaning Cunning. The target has advantage on Intelligence
of any spoken language that you hear. You also checks. Owl’s Wisdom. The target has advantage on
understand any written language that you see, but Wisdom checks.
you must be touching the surface on which the Em Níveis Superiores: When you cast this spell
words are written. It takes about 1 minute to read using a spell slot of 3rd level or higher, you can
one page of text. This spell doesn’t decode secret target one additional creature for each slot level
messages in a text or a glyph, such as an arcane above 2nd.
sigil, that isn’t part of a written language.

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