Faurgar Rudawzyk
Faurgar Rudawzyk
INSPIRATION
STRENGTH
11 +2 30
+1 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
13 PERSONALITY TRAITS
+1 +1 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS
13 +3 Wisdom
●
+7 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
0 ●
+7 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
10 ●
+6 Insight (Wis)
Rapier +4 1d8+1 piercing
Amulet
WISDOM
●
+7 Intimidation (Cha)
+1 Investigation (Int)
Backpack
+4 Medicine (Wis) Bedroll
+3 +1 Nature (Int)
Number of Attacks: 1 Candle x5
+4 Perception (Wis)
16 ●
+7 Performance (Cha) - Breath Weapon. Costume x2
CHARISMA
●
+7 Persuasion (Cha)
+3 Religion (Int)
Cold, 15 ft. cone, Disguise Kit
●
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Faurgar Rudawzyk
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Bard Charisma 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6
Dancing Lights Speak with Plants
Eldritch Blast Tiny Hut
Message
Vicious Mockery
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Healing Word
Hideous Laughter
4
Identify
Longstrider
SPELLS KNOWN
2 3
Animal Messenger
Heat Metal
Knock
5
Suggestion
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
----------Bonus Actions----------
Bardic Inspiration. Inspire another creature with a 1d8 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
1d8 from an attack, ability, or damage roll made by a creature
within 60 ft.
-----------Other Traits------------
Font of Inspiration. Regain all uses of Bardic Inspiration at the
end of a rest.
Shelter the Faithful. You and your companions can expect free
healing at an establishment of your faith.
Song of Rest. With a song, you and friendly creatures gain 1d6
additional healing at the end of a short rest.
Page 1
You create up to four torch-sized lights within A beam of crackling energy streak toward a You point your finger toward a creature
range, making them appear as torches, creature within range. Make a ranged spell within range and whisper a message. The
lanterns, or glowing orbs that hover in the air attack against the target. On a hit, the target target (and only the target) hears the message
for the duration. You can also combine the takes 1d10 force damage. The spell creates and can reply in a whisper that only you can
four lights into one glowing vaguely more than one beam when you reach higher hear. You can cast this spell through solid
humanoid form of Medium size. Whichever levels: two beams at 5th level, three beams at objects if you are familiar with the target and
form you choose, each light sheds dim light in 11th level, and four beams at 17th level. You know it is beyond the barrier. Magical silence,
a 10-foot radius. As a bonus action on your can direct the beams at the same target or at 1 foot of stone, 1 inch of common metal, a thin
turn, you can move the lights up to 60 feet to a different ones. Make a separate attack roll for sheet of lead, or 3 feet of wood blocks the spell.
new spot within range. A light must be within each beam. The spell doesn't have to follow a straight line
20 feet of another light created by this spell, and can travel freely around corners or
and a light winks out if it exceeds the spell's through openings.
range.
Choose a creature you can see. If it can hear A creature of your choice that you can see A creature of your choice that you can see
you, it must pass a Wisdom save or take 1d4 within range regains hit points equal to 1d4 + within range perceives everything as
psychic damage and have disadvantage on its your spellcasting ability modifier. This spell hilariously funny and falls into fits of laughter
next attack roll before the end of its next turn. has no effect on undead or constructs. At if this spell affects it. The target must succeed
The damage increases by 1d4 when you Higher Levels. When you cast this spell using a on a Wisdom saving throw or fall prone,
reach 5th, 11th, and 17th level. spell slot of 2nd level or higher, the healing becoming incapacitated and unable to stand
increases by 1d4 for each slot level above 1st. up for the duration. A creature with an
Intelligence score of 4 or less isn't affected. At
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 choose one object that you must touch You touch a creature. The target's speed By means of this spell, you use an animal to
throughout the casting of the spell. If it is a increases by 10 feet until the spell ends. At deliver a message. Choose a Tiny beast you can
magic item or some other magic-imbued Higher Levels. When you cast this spell using a see within range, such as a squirrel, a blue jay,
object, you learn its properties and how to use spell slot of 2nd level or higher, you can target or a bat. You specify a location, which you
them, whether it requires attunement to use, one additional creature for each slot level must have visited, and a recipient who
and how many charges it has, if any. You learn above 1st. matches a general description, such as “a man
whether any spells are affecting the item and or woman dressed in the uniform of the town
what they are. If the item was created by a guard” or “a red-haired dwarf wearing a
spell, you learn which spell created it. If you pointed hat.” You also speak a message of up
instead touch a creature throughout the to twenty-five words. The target beast travels
casting, you learn what spells, if any, are for the duration of the spell toward the
currently affecting it. specified location, covering about 50 miles per
24 hours for a flying messenger, or 25 miles
for other animals. When the messenger
arrives, it delivers your message to the
creature that you described, replicating the
sound of your voice. The messenger speaks
only to a creature matching the description
you gave. If the messenger doesn't reach its
Page 1 (reverse)
Choose a manufactured metal object, such as a Choose an object 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 object can be a door, a box, a chest, sentence or two) and magically influence a
metal armor, that you can see within range. a set of manacles, a padlock, or another object creature you can see within range that can
You cause the object to glow red-hot. Any that contains a mundane or magical means hear and understand you. Creatures that can't
creature in physical contact with the object that prevents access. A target that is held shut be charmed are immune to this effect. The
takes 2d8 fire damage when you cast the spell. by a mundane lock or that is stuck or barred suggestion must be worded in such a manner
Until the spell ends, you can use a bonus becomes unlocked, unstuck, or unbarred. If as to make the course of action sound
action on each of your subsequent turns to the object has multiple locks, only one of them reasonable. Asking the creature to stab itself,
cause this damage again. If a creature is is unlocked. If you choose a target that is held throw itself onto a spear, immolate itself, or
holding or wearing the object and takes the shut with arcane lock, that spell is suppressed do some other obviously harmful act ends the
damage from it, the creature must succeed on for 10 minutes, during which time the target spell. The target must make a Wisdom saving
a Constitution saving throw or drop the object can be opened and shut normally. When you throw. On a failed save, it pursues the course
if it can. If it doesn't drop the object, it has cast the spell, a loud knock, audible from as far of action you described to the best of its
disadvantage on attack rolls and ability checks away as 300 feet, emanates from the target ability. The suggested course of action can
until the start of your next turn. At Higher object. 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
You imbue plants within 30 feet of you with A 10-foot-radius immobile dome of force
limited sentience and animation, giving them springs into existence around and above you
the ability to communicate with you and and remains stationary for the duration. The
follow your simple commands. You can spell ends if you leave its area. Nine creatures
question plants about events in the spell's area of Medium size or smaller can fit inside the
within the past day, gaining information dome with you. The spell fails if its area
about creatures that have passed, weather, includes a larger creature or more than nine
and other circumstances. You can also turn creatures. Creatures and objects within the
difficult terrain caused by plant growth (such dome when you cast this spell can move
as thickets and undergrowth) into ordinary through it freely. All other creatures and
terrain that lasts for the duration. Or you can objects are barred from passing through it.
turn ordinary terrain where plants are present Spells and other magical effects can't extend
into difficult terrain that lasts for the through the dome or be cast through it. The
duration, causing vines and branches to atmosphere inside the space is comfortable
hinder pursuers, for example. Plants might be and dry, regardless of the weather outside.
able to perform other tasks on your behalf, at Until the spell ends, you can command the
the GM's discretion. The spell doesn't enable interior to become dimly lit or dark. The dome
plants to uproot themselves and move about, is opaque from the outside, of any color you
but they can freely move branches, tendrils, choose, but it is transparent from the inside.
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.