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Aoi, The Trickster (Hengeyokai - Bard)

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0% found this document useful (0 votes)
19 views8 pages

Aoi, The Trickster (Hengeyokai - Bard)

Uploaded by

Jan Nuñez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Bard [College of Dance] (7) Entertainer

CLASS & LEVEL BACKGROUND PLAYER NAME


Aoi, The Trickster Hengeyokai/Kitsune Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
15 +3 30
10 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

0 PERSONALITY TRAITS

Hit Point Maximum 61


0 Strength
DEXTERITY ●
+5 Dexterity

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

+2 +6 Animal Handling (Wis)


7x(1d8+2)
FAILURES


+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

+4 Nature (Int) Chest


+3

+6 Perception (Wis) Number of Clothes, fine


+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

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

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

Heroism Greater Invisibility


SPELLS KNOWN

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)

Trickster - Double proficiency bonus in Charisma(Deception) checks.

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

Dancing Lights Minor Illusion Vicious Mockery


Bard Cantrip Evocation DC 16 Spell Mod +8 Bard Cantrip Illusion DC 16 Spell Mod +8 Bard Cantrip Enchantment DC 16 Spell Mod +8
1 Act. 120 ft V,S,M Conc, 1 min 1 Act. 30 ft S,M 1 min 1 Act. 60 ft V Inst
A bit of phosphorus or wychwood, or a glowworm A bit of fleece

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

Charm Person Cure Wounds Healing Word


Bard Level 1 Enchantment DC 16 Spell Mod +8 Bard Level 1 Evocation DC 16 Spell Mod +8 Bard Level 1 Evocation DC 16 Spell Mod +8
1 Act. 30 ft V,S 1 hr 1 Act. Touch V,S Inst 1 B.A. 60 ft V Inst

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.

Heroism Detect Thoughts Lesser Restoration


Bard Level 1 Enchantment DC 16 Spell Mod +8 Bard Level 2 Divination DC 16 Spell Mod +8 Bard Level 2 Abjuration DC 16 Spell Mod +8
1 Act. Touch V,S Conc, 1 min 1 Act. Self V,S,M Conc, 1 min 1 Act. Touch V,S Inst
A copper piece

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)

Minor Illusion (reverse)


an illusion with a successful Intelligence
(Investigation) check against your spell save
DC. If a creature discerns the illusion for what
it is, the illusion becomes faint to the creature.

Detect Thoughts (reverse)


ends. Either way, the target knows that you
are probing into its mind, and unless you shift
your attention to another creature's thoughts,
the creature can use its action on its turn to
make an Intelligence check contested by your
Intelligence check; if it succeeds, the spell
ends. Questions verbally directed at the target
creature naturally shape the course of its
thoughts, so this spell is particularly effective
as part of an interrogation. You can also use
this spell to detect the presence of thinking
creatures you can't see. When you cast the
spell or as your action during the duration,
you can search for thoughts within 30 feet of
you. The spell can penetrate barriers, but 2
feet of rock, 2 inches of any metal other than
lead, or a thin sheet of lead blocks you. You
can't detect a creature with an Intelligence of 3
or lower or one that doesn't speak any
language. Once you detect the presence of a
creature in this way, you can read its thoughts
for the rest of the duration as described above,
even if you can't see it, but it must still be
within range.
Page 2

Dispel Magic Major Image Greater Invisibility


Bard Level 3 Abjuration DC 16 Spell Mod +8 Bard Level 3 Illusion DC 16 Spell Mod +8 Bard Level 4 Illusion DC 16 Spell Mod +8
1 Act. 120 ft V,S Inst 1 Act. 120 ft V,S,M Conc, 10 mins 1 Act. Touch V,S Conc, 1 min
A bit of fleece

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

This spell transforms a creature that you can


see within range into a new form. An
unwilling creature must make a Wisdom
saving throw to avoid the effect. The spell has
no effect on a shapechanger or a creature with
0 hit points. The transformation lasts for the
duration, or until the target drops to 0 hit
points or dies. The new form can be any beast
whose challenge rating is equal to or less than
the target's (or the target's level, if it doesn't
have a challenge rating). The target's game
statistics, including mental ability scores, are
replaced by the statistics of the chosen beast.
It retains its alignment and personality. The
target assumes the hit points of its new form.
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)

Major Image (reverse)


walking. Similarly, you can cause the illusion
to make different sounds at different times,
even making it carry on a conversation, for
example. Physical interaction with the image
reveals it to be an illusion, because things can
pass through it. A creature that uses its action
to examine the image can determine that it is
an illusion with a successful Intelligence
(Investigation) check against your spell save
DC. If a creature discerns the illusion for what
it is, the creature can see through the image,
and its other sensory qualities become faint to
the creature. At Higher Levels. When you cast
this spell using a spell slot of 6th level or
higher, the spell lasts until dispelled, without
requiring your concentration.

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.

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