G A
Bard 12 (College of Whispers) 104,000
CLASS & LEVEL EXPERIENCE POINTS PLAYER NAME
Mountain Dwarf Gladiator
RACE/ANCESTRY/HERITAGE BACKGROUND CAMPAIGN or PLAYER ID
SPEED FEATURES, TRAITS & MORE
STR
+2 +4 PROFICIENCY
BONUS
ARMOR
CLASS Alignment: Lawful Neutral. I obey laws,
(AC) INITIATIVE tradi ons or my own strict code to
14
SAVING THROWS
13 +4 25 . promote order and society above all else.
Gladiator Background [PHB p. 130]
Armor Worn: leather armor
+2 Strength Saves • Feature: By Popular Demand.
DEX +6 Dexterity Saves * • Traits: Captured from foreign army.
HIT POINTS HIT DICE
+2 +3 Cons tu on Saves
+0 Intelligence Saves
99 12d8
Supers ous outlook.
• Ideal: Figh ng as way to earn freedom.
14 -1 Wisdom Saves • Bond: Treats rivals as family.
• Flaw: Has reputa on for brutality.
+9 Charisma Saves * DEATH SAVES: Success O O O Fail O O O
* Prof. bonus added
Mountain Dwarf Traits [PHB p. 20]
CON SKILLS WEAPON & UNARMED ATTACKS
• Creature Type: Humanoid
+3 +6 Acroba cs (Dex) * Basic A ack. One target per A ack ac on.
• Age: 103 years old
• Medium Size (4' 9", 193 lbs.)
• Speed not reduced by heavy armor
16 +1 Animal Handling (Wis)
• Darkvision (60 feet)
+4 Arcana (Int) * Rapier. Melee Weapon A ack: +6 to hit,
reach 5 . Hit: 1d8+2 piercing damage. • Dwarven Resilience (versus poison)
+4 Athle cs (Str)
• Dwarven Armor Training (light, med.)
+7 Decep on (Cha)
INT Dagger (o and, two-weapon figh ng as bonus • Dwarven Combat Training (var. weapons)
+6 History (Int) **
+0 +1 Insight (Wis)
ac on). Melee or Ranged Weapon A ack: +6
to hit, reach 5 . 1d4 piercing damage. (If
• Tool Proficiency (brewer's supplies)
• Stonecunning (stonework lore)
10 +7 In mida on (Cha) thrown, normal range to 20 .; disadvantage
long range 21 to 60 .) Bard Class Features
+2 Inves ga on (Int)
+1 Medicine (Wis) [PHB p. 41, XGtE p. 17]
MAGIC, FEATS & SPECIAL ATTACKS • Ritual Cas ng
+2 Nature (Int)
WIS Vicious Mockery Cantrip. Ranged Spell A ack:
• Bardic Inspira on (d10) (5 uses per day)
+1 Percep on (Wis) • Jack of All Trades (non-prof. bonus)
-1 +13 Performance (Cha) ** Target within 60 feet that can hear you must
make a DC 17 Wisdom saving throw or take
• Song of Rest (+1d8 hp/rest)
• Psychic Blades (Bardic Inspira on for +5d6
8 +13 Persuasion (Cha) ** 3d4 psychic damage and have disadvantage
psychic damage)
+2 Religion (Int) on next a ack made before the end of its
+6 Sleight of Hand (Dex) * next turn. (No damage if made save.) • Words of Terror (frighten once betw. short
or long rests)
+8 Stealth (Dex) ** • Exper se (prof. noted with **)
CHA EQUIPMENT & TREASURE
+1 Survival (Wis) • Font of Inspira on (short rest resets)
+5 Carried Gear [PHB, p. 143]: leather armor (AC
11), rapier, dagger, diplomat's pack (chest, 2
• Countercharm (adv. fear, charm)
• Mantle of Whispers (disguise as recently
20 * Prof. bonus added
cases for papers, set of fine clothes, ink bo le, slain)
ink pen, lamp, 2 flasks of oil, 5 paper sheets,
11 PASSIVE WISDOM
(PERCEPTION) perfume vial, sealing wax, soap), belt pouch, set • Magical Secrets (added spells)
of common clothes, unique armor or a weapon
ornaments, an admirer's love le er. (This load is
PROFICIENCIES & LANGUAGES about 72 lbs.; add 1 lb. per 50 coins carried.)
Armor: light armor, medium armor, shields
Coins & Gems: 7,012 gold pieces (gp); 18 silver
Weapons: simple weapons, mar al weapons, pieces (sp); 57 copper pieces (cp); 16 gems
ba leaxe, handaxe, hand crossbow, (worth 100 gp each)
longsword, rapier, shortsword, throwing
hammer, warhammer
Tools: musical instrument (bagpipes),
brewer's supplies, disguise kit, musical
instrument (drum), gaming set (dice set),
musical instrument (lute)
Saving Throws: Dexterity, Charisma
Skills: Acroba cs, Arcana, Performance,
Persuasion, Sleight of Hand
Languages: Common, Dwarvish
MAGIC SPELLS ENCUMBRANCE
Spellcas ng [PHB p. 201] Li ing & Carrying: 210 lbs. max. carrying
capacity; 420 lbs. pushing or dragging
(speed -5 .); 420 lbs. max. li .
Spell A ack Modifier +9
Spell Save DC 17
Cantrips Known: Blade Ward, Friends,
True Strike, Vicious Mockery
Prepared Spells
1st Level (4 slots): Hex*, Detect Magic, Cure
Wounds
2nd Level (3 slots): Invisibility, Enhance
Ability, Hold Person
3rd Level (3 slots): Fireball*, Clairvoyance,
Dispel Magic, Hypno c Pa ern
4th Level (3 slots): Fireball*, Dominate
Beast*, Charm Monster, Greater
Invisibility, Freedom of Movement,
Polymorph
5th Level (2 slots): Legend Lore, Hold
Monster
6th Level (1 slot): Disintegrate*, True Seeing
* Spell is always prepared and does not
count against number of prepared spells.
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.
« BACK TO GENERATE ANOTHER CHARACTER
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
FREQUENTLY ASKED QUESTIONS | CONTACT (especially about typos, glitches and othre errrors)
Wizards of the Coast, Magic: The Gathering, and their logos are trademarks of Wizards of the Coast LLC in the United States and other
countries. © 2009 Wizards. All Rights Reserved.
This Web site is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This Web site may use the
trademarks and other intellectual property of Wizards of the Coast LLC, which is permitted under Wizards' Fan Site Policy. For example,
DUNGEONS & DRAGONS®, D&D®, PLAYER'S HANDBOOK 2®, and DUNGEON MASTER'S GUIDE® are trademark[s] of Wizards of the Coast and
D&D® core rules, game mechanics, characters and their distinctive likenesses are the property of the Wizards of the Coast. For more
information about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at
www.wizards.com.
Critical Role is a trademark of Critical Role Productions. For more information, see critrole.com and darringtonpress.com.