Lucas (Bard: )
Hit Points
Hit Dice: d8 per Lucas (Bard: ) level
Hit Points at first Level: 8 + your Constitution Modifier
Hit Points at Higher Levels: 1d8 +your Constitution modifier per Bard level after 1st (minimum of 2 on the roll)
Proficiences
Armor: light armor
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three
Overview & Creation
Step 1: Determining Ability Scores
Rolling
If you have no dice, you may use this button to roll for your Ability Scores:
4d6-L
Use this button 7 times and record the result of each push on the button. At the final stage, remove the lowest of the scores. The resulting adjusted scores can be used to assign your Ability Scores. Once filled-in, these scores are still modified by the Race you choose to play..
Choose Race and Modify
Each race comes with its own Ability Modifiers and Abilities. Choose a race, apply the modifiers, and record the abilities (for instance at the section found below).
Step 2: Choose Background
Choose a Background to get Proficiency in certain skills
etc. Apply these to your sheet.
Step 3: Walk through the Class Features
Now read and adjust according to the rest of this Sheet (Health
etc.). You can also do Step 3 before Step 2, and change the skills your proficient in after choosing your background. Do whatever you wish ;)
Step 4: Choose your Spells
Read the
Spellcasting Section of this Sheet and choose & record the Bard spells chosen. You can add these in your Character sheet, similar to how you can track your spell slots using World Anvil.
Class Features
Bard Table
#Ability
Level 1
Bardic Inspiration
You can inspire others through stirring words or music. To do so, you use a
Bonus Action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one Ability Check, Attack Roll, or Saving Throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Level 2
Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any Ability Check you make that doesn't already include your Proficiency Bonus.
Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your performance regain HP by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 HP.
The extra HP increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th leve
Level 3
Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any Ability Check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.
Bard College: College of Whispers
Psychic Blades
When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind.
When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional
2d6 psychic damage to that target. You can do so only once per round on your turn.
The psychic damage increases when you reach certain levels in this class, increasing to
3d6 at 5th level,
5d6 at 10th level, and
8d6 at 15th level.
Words of Terror
At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.
If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.
If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.
Once you use this feature, you can’t use it again until you finish a short rest or long rest.
Level 4
Ability Score Improvement
When you reach 4th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an Ability Score above 20 using this feature.
Alternatively, you may take a feat instead of gaining Ability Scores.
Starting Equipment
You start with the following items, plus anything provided by your background.
(a) a rapier, (b) a longsword, or (c) any simple weapon
(a) a diplomat's pack or (b) an entertainer's pack
(a) a lute or (b) any other musical instrument
Leather Armor, and a dagger
Alternatively, you may start with 5d4*10 gp to buy your own equipment.
Spellcasting
Spell Slot Table
Level |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
1 |
2 |
- |
- |
- |
- |
- |
- |
- |
- |
2 |
3 |
- |
- |
- |
- |
- |
- |
- |
- |
3 |
4 |
2 |
- |
- |
- |
- |
- |
- |
- |
4 |
4 |
3 |
- |
- |
- |
- |
- |
- |
- |
5 |
4 |
3 |
2 |
- |
- |
- |
- |
- |
- |
6 |
4 |
3 |
3 |
- |
- |
- |
- |
- |
- |
7 |
4 |
3 |
3 |
1 |
- |
- |
- |
- |
- |
8 |
4 |
3 |
3 |
2 |
- |
- |
- |
- |
- |
9 |
4 |
3 |
3 |
3 |
1 |
- |
- |
- |
- |
10 |
4 |
3 |
3 |
3 |
2 |
- |
- |
- |
- |
11 |
4 |
3 |
3 |
3 |
2 |
1 |
- |
- |
- |
12 |
4 |
3 |
3 |
3 |
2 |
1 |
- |
- |
- |
13 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
- |
- |
14 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
- |
- |
15 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
- |
16 |
4 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
- |
17 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
1 |
18 |
4 |
3 |
3 |
3 |
3 |
1 |
1 |
1 |
1 |
19 |
4 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
20 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
1 |
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See other General Rules of spellcasting and other Sources for the Bard spell list (
Download an App or google it ;) )
Cantrips
You know two cantrips of your choice from the Bard Spell List. You learn additional bard cantrips of your choice at higher leves, learning a 3rd cantrip at 4th level and a 4th at 10th level (
also shown in the Bard Levelling Table).
Spell Slots
The
Spell Slot Table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a Long Rest.
For example, if you know the 1st-level spell
Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast
Cure Wounds using either slot.
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the Bard spell list. You learn additional bard spell of your choice at each level except 12th, 16th, 19th and 20th (
also shown in the Bard Levelling Table). Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to you spellcasting ability. In addition, you use your Charisma modifier when setting the Saving Throw DC for a bard spell you cast and when making an Attack Roll with one.
Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
Spell Attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a musical instrument as a spellcasting focus for your bard spells.