Aoi, The Trickster (Hengeyokai - Bard)
Aoi, The Trickster (Hengeyokai - Bard)
INSPIRATION
STRENGTH
15 +3 30
10 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
0 PERSONALITY TRAITS
14 +2 Constitution
+3 Intelligence
CURRENT HIT POINTS IDEALS
+2 +3 Wisdom
●
+8 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14 ●
+8 Acrobatics (Dex) SUCCESSES
●
+6 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+3 Athletics (Str)
16 ●
●
+8 Deception (Cha)
+6 History (Int)
NAME ATK BONUS DAMAGE/TYPE
+3 ●
+6 Insight (Wis)
Dagger +5 1d4+2 piercing Bag Of Holding
+6 Intimidation (Cha) Whip +2 1d4+2 slashing Case, map or scroll
WISDOM +4 Investigation (Int)
+6 Medicine (Wis)
Chain Shirt
16
●
●
+11 Performance (Cha)
+8 Persuasion (Cha)
Attacks: 1 Ink
CHARISMA
+4 Religion (Int) Ink pen
20 +3 Sleight of Hand (Dex) Lamp
+5
+3 Stealth (Dex)
+4 Survival (Wis)
Leather
SKILLS ATTACKS & SPELLCASTING
Lute
Magic Weapon: The
16 PASSIVE WISDOM (PERCEPTION)
CP
Gramarye
Magic Weapon:
Tool Proficiencies: Disguise Kit; SP
Thousand-feathere
Flute; Lute; Lyre; Thieves' Tools
EP d Fan
Weapon Proficiencies: Crossbow,
hand; Longsword; Rapier; Oil x2
Shortsword; Simple GP
50 Paper x5
Armor Proficiencies: Light; Medium PP Perfume
Language Proficiencies: Celestial; Sealing wax
Common; Elvish; Sylvan
Soap
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
300
AGE HEIGHT WEIGHT
Aoi, The Trickster
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 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6
Dancing Lights Dispel Magic
Minor Illusion Major Image
Vicious Mockery
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Charm Person
Cure Wounds
4 1
Healing Word
Polymorph
2 3
Detect Thoughts
Lesser Restoration
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
Darkvision: 60 ft.
----------Bonus Actions----------
Bardic Inspiration. Inspire another creature with a 1d8 that it can, within
the next 10 min., add to a d20 roll (use 5 times/long rest).
---------------Actions--------------
Countercharm. Performance during your turn that gives you and
friendly creatures within 30 ft. advantage on frightened or charmed
saves.
---------------Traits----------------
Spirit Form - Able to transform from humanoid to animal form, equiped
items would either be worn, infused or dropped when transformed to
animal form. Additionally you can speak with animals, as if under the
effect of "Speak with Animals" spell.
Yokai Magic - You know one Cantrip of your choice from the Sorcerer
spell list. you can cast it while in Spirit form. (Charisma spell casting
ability)
*Booming Blade (cantrip chosen)
Fox Spirit - When you use Spirit Form. you transform into a fox. As a
fox your size is Tiny, base speed becomes 40ft. and unarmed strikes
are bites, which deal piercing damage equal to 1d4 + Strength or
Dexterity modifier.
- Keen smell and hearing in both forms.
-----------Other Traits------------
Font of Inspiration. Regain all uses of Bardic Inspiration at the end of a
rest.
Jack of All Trades. +1 to ability checks that don't already include your
proficiency bonus.
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 You create a sound or an image of an object Choose a creature you can see. If it can hear
range, making them appear as torches, within range that lasts for the duration. The you, it must pass a Wisdom save or take 1d4
lanterns, or glowing orbs that hover in the air illusion also ends if you dismiss it as an action psychic damage and have disadvantage on its
for the duration. You can also combine the or cast this spell again. If you create a sound, next attack roll before the end of its next turn.
four lights into one glowing vaguely its volume can range from a whisper to a The damage increases by 1d4 when you
humanoid form of Medium size. Whichever scream. It can be your voice, someone else's reach 5th, 11th, and 17th level.
form you choose, each light sheds dim light in voice, a lion's roar, a beating of drums, or any
a 10-foot radius. As a bonus action on your other sound you choose. The sound continues
turn, you can move the lights up to 60 feet to a unabated throughout the duration, or you can
new spot within range. A light must be within make discrete sounds at different times before
20 feet of another light created by this spell, the spell ends. If you create an image of an
and a light winks out if it exceeds the spell's object—such as a chair, muddy footprints, or a
range. small chest—it must be no larger than a 5-foot
cube. The image can't create sound, light,
smell, or any other sensory effect. Physical
interaction with the image reveals it to be an
illusion, because things can pass through it. If
a creature uses its action to examine the sound
or image, the creature can determine that it is
You attempt to charm a humanoid you can see A creature you touch regains a number of hit A creature of your choice that you can see
within range. It must make a Wisdom saving points equal to 1d8 + your spellcasting ability within range regains hit points equal to 1d4 +
throw, and does so with advantage if you or modifier. This spell has no effect on undead or your spellcasting ability modifier. This spell
your companions are fighting it. If it fails the constructs. At Higher Levels. When you cast has no effect on undead or constructs. At
saving throw, it is charmed by you until the this spell using a spell slot of 2nd level or Higher Levels. When you cast this spell using a
spell ends or until you or your companions do higher, the healing increases by 1d8 for each spell slot of 2nd level or higher, the healing
anything harmful to it. The charmed creature slot level above 1st. increases by 1d4 for each slot level above 1st.
regards you as a friendly acquaintance. When
the spell ends, the creature knows it was
charmed by you. At Higher Levels. When you
cast this spell using a spell slot of 2nd level or
higher, you can target one additional creature
for each slot level above 1st. The creatures
must be within 30 feet of each other when you
target them.
A willing creature you touch is imbued with For the duration, you can read the thoughts of You touch a creature and can end either one
bravery. Until the spell ends, the creature is certain creatures. When you cast the spell and disease or one condition afflicting it. The
immune to being frightened and gains as your action on each turn until the spell condition can be blinded, deafened, paralyzed,
temporary hit points equal to your ends, you can focus your mind on any one or poisoned.
spellcasting ability modifier at the start of creature that you can see within 30 feet of you.
each of its turns. When the spell ends, the If the creature you choose has an Intelligence
target loses any remaining temporary hit of 3 or lower or doesn't speak any language,
points from this spell. At Higher Levels. When the creature is unaffected. You initially learn
you cast this spell using a spell slot of 2nd level the surface thoughts of the creature—what is
or higher, you can target one additional most on its mind in that moment. As an
creature for each slot level above 1st. action, you can either shift your attention to
another creature's thoughts or attempt to
probe deeper into the same creature's mind. If
you probe deeper, the target must make a
Wisdom saving throw. If it fails, you gain
insight into its reasoning (if any), its
emotional state, and something that looms
large in its mind (such as something it worries
over, loves, or hates). If it succeeds, the spell
Page 1 (reverse)
Choose one creature, object, or magical effect You create the image of an object, a creature, You or a creature you touch becomes invisible
within range. Any spell of 3rd level or lower or some other visible phenomenon that is no until the spell ends. Anything the target is
on the target ends. For each spell of 4th level larger than a 20-foot cube. The image appears wearing or carrying is invisible as long as it is
or higher on the target, make an ability check at a spot that you can see within range and on the target's person.
using your spellcasting ability. The DC equals lasts for the duration. It seems completely
10 + the spell's level. On a successful check, the real, including sounds, smells, and
spell ends. At Higher Levels. When you cast temperature appropriate to the thing depicted.
this spell using a spell slot of 4th level or You can't create sufficient heat or cold to cause
higher, you automatically end the effects of a damage, a sound loud enough to deal thunder
spell on the target if the spell's level is equal to damage or deafen a creature, or a smell that
or less than the level of the spell slot you used. might sicken a creature (like a troglodyte's
stench). As long as you are within range of the
illusion, you can use your action to cause the
image to move to any other spot within range.
As the image changes location, you can alter
its appearance so that its movements appear
natural for the image. For example, if you
create an image of a creature and move it, you
can alter the image so that it appears to be
Polymorph
Bard Level 4 Transmutation DC 16 Spell Mod +8
1 Act. 60 ft V,S,M Conc, 1 hr
A caterpillar cocoon
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.