Colleen and An Anomalous Lumens
Colleen and An Anomalous Lumens
INSPIRATION
STRENGTH
13 +4 30 hates
+1 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED is in debt
12 PERSONALITY TRAITS
14 +1 Wisdom
●
+8 Charisma double phillip. and nick
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+1 ●
+8 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE
13 ●
+9 Insight (Wis)
Dagger +6 1d4+2 piercing
Backpack
WISDOM
●
●
+8 Intimidation (Cha)
+9 Investigation (Int)
Longsword +5 1d8+1 slashing
Bedroll
+9 Medicine (Wis) Candle x5
+1
●
●
+3 Nature (Int)
+9 Perception (Wis) Number of Costume x2
12
+6 Performance (Cha)
Attacks: 1 Disguise Kit
CHARISMA
+6 Persuasion (Cha)
+3 Religion (Int)
Leather
+4 ●
+6 Sleight of Hand (Dex) Lyre
18
●
+6 Stealth (Dex) Manacles
+3 Survival (Wis)
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
?? all over the place don't you dare X7
AGE HEIGHT WEIGHT
Colleen daggers tan maybe
CHARACTER NAME EYES SKIN HAIR
NAME
Colleen
SYMBOL
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 1
Blade Ward Tiny Hut Psychic Crush
Devour Magic Tongues
Foxfire
Mind Sliver
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Cure Wounds
Hideous Laughter
4 3
Sanctuary
Charm Monster
SPELLS KNOWN
Dimension Door
Freedom of Movement
Polymorph
2 3
Invisibility
Shatter
Silence
5 2
Hold Monster
9
Immolation
Maelstrom
Modify Memory
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
Darkvision: 60 ft.
Immunities: magical-sleep
----------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).
---------------Actions--------------
Countercharm. Performance during your turn that gives you and friendly creatures within 30 ft. advantage on
frightened or charmed saves.
-------------Reactions-------------
Cutting Words. Expend a use of Bardic Inspiration to subtract 1d10 from an attack, ability, or damage roll made by a
creature within 60 ft.
-----------Other Traits------------
Equipment. You possess a uniform in the style of your unit and indicative of your rank and a horn with which to
summon help. Enter these to your inventory manually as custom items.
Fey Step. As a bonus action, you may magically teleport up to 30 feet to an unoccupied space you can see. Once
you use this trait, you can't do it again until you finish a long or short rest.
When you reach 3rd level, this ability gains an additional effect based on your season; if the effect requires a saving
throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:
• Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10
feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your
companions deal any damage to it.
• Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you
teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
• Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then
teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
• Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of
you takes fire damage equal to your Charisma modifier (minimum of 1 damage).
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.
Season. When finishing a long rest, any eladrin can change their season. The seasons are Autumn, Winter, Spring
and Summer, and they might choose the season that is in the world or the one that matches their emotional state.
Shadow Touched. Your exposure to the Shadowfell’s magic has changed you, granting you the following benefits:
Song of Rest. With a song, you and friendly creatures gain 1d8 additional healing at the end of a short rest.
Watcher's Eye. Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws
and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out
the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather
than the latter. .
Page 1
You extend your hand and trace a sigil of The targeted creature must succeed on a As you hold hold your palm out, Colored
warding in the air. Until the end of your next Dexterity saving throw or have one of its flames jut out from it in a small ball of fire.
turn, you have resistance against bludgeoning, magic items lose all magical properties until You launch it from your hand towards an
piercing, and slashing damage dealt by the start of your next turn. Determine the enemy within range and watch as they are
weapon attacks. affected item randomly, ignoring single-use engulfed within the ancient magical flames.
items such as potions and scrolls. If the object Make a ranged spell attack roll against the
is a charged item, it also loses 1d4 charges. target. On a hit, the target takes 1d8 fire
damage. At 5th, 11th and 17th level you can
select a new elemental type of damage your
fox fire can deal. lightning, thunder, cold,
necrotic and radiant. A flammable object hit
by this spell is ignited if it isn’t being worn or
carried. This spell’s damage increases by 1d8
when you reach 5th Level (2d8), 11th level
(3d8), and 17th level (4d8).
You drive a disorienting spike of psychic A creature you touch regains a number of hit A creature of your choice that you can see
energy into the mind of one creature you can points equal to 1d8 + your spellcasting ability within range perceives everything as
see within range. The target must succeed on modifier. This spell has no effect on undead or hilariously funny and falls into fits of laughter
an Intelligence saving throw or take 1d6 constructs. At Higher Levels. When you cast if this spell affects it. The target must succeed
psychic damage and subtract 1d4 from the this spell using a spell slot of 2nd level or on a Wisdom saving throw or fall prone,
next saving throw it makes before the end of higher, the healing increases by 1d8 for each becoming incapacitated and unable to stand
your next turn. This spell’s damage increases slot level above 1st. up for the duration. A creature with an
by 1d6 when you reach certain levels: 5th level Intelligence score of 4 or less isn't affected. At
(2d6), 11th level (3d6), and 17th level (4d6). the 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.
You ward a creature within range against A creature you touch becomes invisible until A sudden loud ringing noise, painfully
attack. Until the spell ends, any creature who the spell ends. Anything the target is wearing intense, erupts from a point of your choice
targets the warded creature with an attack or a or carrying is invisible as long as it is on the within range. Each creature in a
harmful spell must first make a Wisdom target's person. The spell ends for a target that 10-foot-radius sphere centered on that point
saving throw. On a failed save, the creature attacks or casts a spell. At Higher Levels. must make a Constitution saving throw. A
must choose a new target or lose the attack or When you cast this spell using a spell slot of creature takes 3d8 thunder damage on a failed
spell. This spell doesn't protect the warded 3rd level or higher, you can target one save, or half as much damage on a successful
creature from area effects, such as the additional creature for each slot level above one. A creature made of inorganic material
explosion of a fireball. If the warded creature 2nd. such as stone, crystal, or metal has
makes an attack or casts a spell that affects an disadvantage on this saving throw. A
enemy creature, this spell ends. nonmagical object that isn't being worn or
carried also takes the damage if it's in the
spell's area. At Higher Levels. When you cast
this spell using a spell slot of 3rd level or
higher, the damage increases by 1d8 for each
slot level above 2nd.
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Page 2
For the duration, no sound can be created A 10-foot-radius immobile dome of force This spell grants the creature you touch the
within or pass through a 20-foot-radius springs into existence around and above you ability to understand any spoken language it
sphere centered on a point you choose within and remains stationary for the duration. The hears. Moreover, when the target speaks, any
range. Any creature or object entirely inside spell ends if you leave its area. Nine creatures creature that knows at least one language and
the sphere is immune to thunder damage, and of Medium size or smaller can fit inside the can hear the target understands what it says.
creatures are deafened while entirely inside it. dome with you. The spell fails if its area
Casting a spell that includes a verbal includes a larger creature or more than nine
component is impossible there. creatures. Creatures and objects within the
dome when you cast this spell can move
through it freely. All other creatures and
objects are barred from passing through it.
Spells and other magical effects can't extend
through the dome or be cast through it. The
atmosphere inside the space is comfortable
and dry, regardless of the weather outside.
Until the spell ends, you can command the
interior to become dimly lit or dark. The dome
is opaque from the outside, of any color you
choose, but it is transparent from the inside.
You attempt to charm a creature you can see You teleport yourself from your current You touch a willing creature. For the duration,
within range. It must make a Wisdom saving location to any other spot within range. You the target's movement is unaffected by
throw, and it does so with advantage if you or arrive at exactly the spot desired. It can be a difficult terrain, and spells and other magical
your companions are fighting it. If it fails the place you can see, one you can visualize, or effects can neither reduce the target's speed
saving throw, it is charmed by you until the one you can describe by stating distance and nor cause the target to be paralyzed or
spell ends or until you or your companions do direction, such as “200 feet straight restrained. The target can also spend 5 feet of
anything harmful to it. The charmed creature downward” or “upward to the northwest at a movement to automatically escape from
is friendly to you. When the spell ends, the 45-degree angle, 300 feet.” You can bring nonmagical restraints, such as manacles or a
creature knows it was charmed by you. At along objects as long as their weight doesn't creature that has it grappled. Finally, being
Higher Levels. When you cast this spell using a exceed what you can carry. You can also bring underwater imposes no penalties on the
spell slot of 5th level or higher, you can target one willing creature of your size or smaller target's movement or attacks.
one additional creature for each slot level who is carrying gear up to its carrying
above 4th. The creatures must be within 30 capacity. The creature must be within 5 feet of
feet of each other when you target them. you when you cast this spell. If you would
arrive in a place already occupied by an object
or a creature, you and any creature traveling
with you each take 4d6 force damage, and the
spell fails to teleport you.
This spell transforms a creature that you can Choose a creature that you can see within Flames wreathe one creature you can see
see within range into a new form. An range. The target must succeed on a Wisdom within range. The target must make a
unwilling creature must make a Wisdom saving throw or be paralyzed for the duration. Dexterity saving throw. It takes 8d6 fire
saving throw to avoid the effect. The spell has This spell has no effect on undead. At the end damage on a failed save, or half as much
no effect on a shapechanger or a creature with of each of its turns, the target can make damage on a successful one. On a failed save,
0 hit points. The transformation lasts for the another Wisdom saving throw. On a success, the target also burns for the spell’s duration.
duration, or until the target drops to 0 hit the spell ends on the target. At Higher Levels. The burning target sheds bright light in a
points or dies. The new form can be any beast When you cast this spell using a spell slot of 30-foot radius and dim light for an additional
whose challenge rating is equal to or less than 6th level or higher, you can target one 30 feet. At the end of each of its turns, the
the target's (or the target's level, if it doesn't additional creature for each slot level above target repeats the saving throw. It takes 4d6
have a challenge rating). The target's game 5th. The creatures must be within 30 feet of fire damage on a failed save, and the spell ends
statistics, including mental ability scores, are each other when you target them. on a successful one. These magical flames
replaced by the statistics of the chosen beast. can’t be extinguished by nonmagical means. If
It retains its alignment and personality. The damage from this spell kills a target, the target
target assumes the hit points of its new form. is turned to ash.
When it reverts to its normal form, the
creature returns to the number of hit points it
had before it transformed. If it reverts as a
result of dropping to 0 hit points, any excess
Page 2 (reverse)
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.
Page 3
A mass of 5-foot-deep water appears and You attempt to reshape another creature's You overload the mind of one creature you can
swirls in a 30-foot radius centered on a point memories. One creature that you can see must see within range, filling its psyche with
you can see within range. The point must be make a Wisdom saving throw. If you are discordant emotions. The target must make an
on ground or in a body of water. Until the spell fighting the creature, it has advantage on the Intelligence saving throw. On a failed save, the
ends, that area is difficult terrain, and any saving throw. On a failed save, the target target takes 12d6 psychic damage and is
creature that starts its turn there must succeed becomes charmed by you for the duration. The stunned for 1 minute. On a successful save, the
on a Strength saving throw or take 6d6 charmed target is incapacitated and unaware target takes half as much damage and isn't
bludgeoning damage and be pulled 10 feet of its surroundings, though it can still hear stunned. The stunned target can make an
toward the center. you. If it takes any damage or is targeted by Intelligence saving throw at the end of each of
another spell, this spell ends, and none of the its turns. On a successful save, the spell ends
target's memories are modified. While this on the target.
charm lasts, you can affect the target's
memory of an event that it experienced within
the last 24 hours and that lasted no more than
10 minutes. You can permanently eliminate all
memory of the event, allow the target to recall
the event with perfect clarity and exacting
detail, change its memory of the details of the
event, or create a memory of some other
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