D&D 5E Character Sheet Template
D&D 5E Character Sheet Template
STEALTH DISADVANTAGE
+0 Strength attack. The spell must have a casting time of 1 action and must
Y
PROFI
16 ✘
+2 Wisdom
+9 Charisma
102 11d8 Bardic Inspiration (Bonus Action—5/Long Rest). Inspire one
creature other than yourself within 60 feet of you who can
hear you. It gains one Bardic Inspiration die, a [Link] within
CONDITIONAL
the next 10 minutes, the creature can roll the die and add the
+3 number rolled to one ability check, attack roll, or saving throw
it makes.
CURRENT HIT POINTS
Song of Rest. You or any friendly creatures who can hear your
CONSTITUTION DEATH SAVING THROWS
performance regain hp at the end of the short rest by spending
SAVING THROWS one or more Hit Dice, each of those creatures regains an extra
EXPE
VISION INSPIRATION EXHAUSTION Bardic Inspiration when you finish a short or long rest.
+4 Animal Handling (Wis)
+4 +4 Arcana (Int)
Countercharm (Action). You can start a performance that lasts
until the end of your next turn. During that time, you and any
+2 Athletics (Str) friendly creatures within 30 feet of you have advantage on
saving throws against being frightened or charmed.
INTELLIGENCE ✘✘ +13 Deception (Cha)
Bonus Proficiencies. If you‘re proficient with a simple or
✘ +6 Insight (Wis)
martial melee weapon, you can use it as a spellcasting focus
for your bard spells.
Dueling. When you are wielding a melee weapon in one hand
+7 Intimidation (Cha) SPEED, SENSES, & CONDITIONS and no other weapons, you gain a +2 bonus to damage rolls
+2 ✘ +6 Investigation (Int) with that weapon.
+4 Medicine (Wis) Enthralling Beauty (1/Short Rest). Charm Person, Blade Flourish (Attack—1/Turn). Your speed increases by 10ft
WISDOM
DC 17 until the end of the turn. On a hit with a weapon attack, you
+4 Nature (Int) can expend one of your Bardic Inspirations to use one of the
following Blade Flourish options:
15 ✘✘ +10 Perception (Wis) Nereid Ancestry. You can breathe underwater. • Defensive Flourish. Roll a d10, the number you rolled is
1/short rest. Fog cloud, and Water walk. added to the damage of the hit and to your AC until the start
+7 Performance (Cha) of your next turn.
✘✘ +13 Persuasion (Cha) • Slashing Flourish. Roll a d10, the number you rolled is an
+2 +4 Religion (Int)
additional damage dealt to the target of your hit and to any
other creature of your choice that you can see within 5 feet of
you.
+5 Sleight of Hand (Dex) • Mobile Flourish. Roll a d10, the number you rolled is added
CHARISMA to the damage of the hit, and you can push the target up to the
+5 Stealth (Dex) number you rolled + 5 feet away from you. You can then move
up to your walking speed towards the target as a reaction.
20 +4 Survival (Wis)
SKILLS Hexblade’s Curse (Bonus Action—1/Short Rest). Choose one
creature you can see within 30ft. The target is cursed for 1
minute or until target dies, you die, or you are incapacitated.
+5 20 PASSIVE PERCEPTION Until the curse ends, you gain a +4 bonus to damage rolls
against the cursed target and any attack roll you make against
the cursed target is a critical hit on a roll of 19 or 20 on the
d20. If the cursed target dies, you regain 6HP.
ADVANTAGE
Hex Warrior. Whenever you finish a long rest, you can touch
INITIATIVE +5 2 Attacks / Attack Action RACIAL TRAITS
one weapon that you are proficient with and that lacks the
two-handed property. When you attack with that weapon, you
can use +9 for the attack and +5 damage.
NAME RANGE ATTACK DAMAGE / TYPE
Rapier +1 5 ft +8 vs AC 1d8+4 piercing
Finesse
FEATURES & TRAITS
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You might want to tweak some of the features of a background so it better fits your character or the campaign setting.
To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of
two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your
background or spend coin on gear as described in chapter 5. (If you spend coin, you can’t also take the equipment
package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can’t
find a feature that matches your desired background, work with your DM to create one.
PERSONALITY TRAITS
IDEAL
BOND
Feywild Connection
Your mannerisms and knowledge of fey customs are
recognized by natives of the Feywild, who see you as
one of their own. Because of this, friendly Fey
creatures are inclined to come to your aid if you are
lost or need help in the Feywild.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Rapier +1. You have a +1 bonus to attack and damage
Backpack 1 5 [Rapier +1] 1 2 rolls made with this magic weapon.
Bedroll 1 7 [Breastplate +1] 1 20
Clothes, Costume 2 4 [Shield +1] 1 6 Breastplate +1. You have a bonus to AC while wearing
Candle 5 — this armor. The bonus is determined by its rarity.
Rations (1 day) 5 10
Waterskin 1 5 Shield +1. While holding this shield, you have a bonus to
Disguise Kit 1 3 AC determined by the shield's rarity. This bonus is in
addition to the shield's normal bonus to AC.
0 0 0 0 0
62 lb / 165 lb 330 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +9 17 N/A
Charisma +9 17 N/A
1ST LEVEL Charm Person (Thylean Nymph) Fog Cloud (Thylean Nereid Nymph)
Hex (Fey Touched)
You brandish the weapon used in the spell’s casting and make a A beam of crackling energy streaks toward a creature within range. A spectral, floating hand appears at a point you choose within range.
melee attack with it against one creature within 5 feet of you. On a Make a ranged spell attack against the target. On a hit, the target The hand lasts for the duration or until you dismiss it as an action.
hit, the target suffers the weapon attack’s normal effects and then takes 1d10 force damage. The hand vanishes if it is ever more than 30 feet away from you or if
becomes sheathed in booming energy until the start of your next The spell creates more than one beam when you reach higher you cast this spell again.
turn. If the target willingly moves 5 feet or more before then, the levels: two beams at 5th level, three beams at 11th level, and four You can use your action to control the hand. You can use the hand
target takes 1d8 thunder damage, and the spell ends. beams at 17th level. you can direct the beams at the same target or to manipulate an object, open an unlocked door or container, stow or
This spell’s damage increases when you reach certain levels. At 5th at different ones. Make a separate attack roll for each beam. retrieve an item from an open container, or pour the contents out of
level, the melee attack deals an extra 1d8 thunder damage to the a vial. You can move the hand up to 30 feet each time you use it.
target on a hit, and the damage the target takes for moving increases The hand can’t attack, activate magic items, or carry more than 10
to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) pounds.
and again at 17th level (3d8 and 4d8).
Pact Magic (Warlock) Sword Coast Adventurer’s Guide Pact Magic (Warlock) Player’s Handbook Spellcasting (Bard) Player’s Handbook
This spell repairs a single break or tear in an object you touch, such as This spell is a minor magical trick that novice spellcasters use for You unleash a string of insults laced with subtle enchantments at a
broken chain link, two halves of a broken key, a torn cloak, or a practice. You create one of the following magical effects within creature you can see within range. If the target can hear you (though
leaking wineskin. As long as the break or tear is no larger than 1 foot range: it need not understand you), it must succeed on a Wisdom saving
in any dimension, you mend it, leaving no trace of the former • You create an instantaneous, harmless sensory effect, such as a throw or take 1d4 psychic damage and have disadvantage on the
damage. shower of sparks, a puff of wind, faint musical notes, or an odd odor. next attack roll it makes before the end of its next turn.
This spell can physically repair a magic item or construct, but the • You instantaneously light or snuff out a candle, a torch, or a This spell’s damage increases by 1d4 when you reach 5th level
spell can’t restore magic to such an object. small campfire. (2d4), 11th level (3d4) and 17th level (4d4)
• You instantaneously clean or soil an object no larger than 1 cubic
foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material
for 1 hour.
• You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.
Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook
A protective magical force surrounds you, manifesting as a spectral You attempt to charm a humanoid you can see within range. It must You whisper a discordant melody that only one creature of your
frost that covers you and your gear. You gain 5 temporary hit points make a Wisdom saving throw, and does so with advantage if you or choice within range can hear, wracking it with terrible pain. The
for the duration. If a creature hits you with a melee attack while you your companions are fighting it. If it fails the saving throw, it is target must make a Wisdom saving throw. On a failed save, it takes
have these hit points, the creature takes 5 cold damage. charmed by you until the spell ends or until you or your companions 3d6 psychic damage and must immediately use its reaction, if
At Higher Levels. When you cast this spell using a spell slot of 2nd do anything harmful to it. The charmed creature regards you as a available, to move as far as its speed allows away from you. The
level or higher, both the temporary hit points and the cold damage friendly acquaintance. When the spell ends, the creature knows it creature doesn’t move into obviously dangerous ground, such as a
increase by 5 for each slot above 1st. was charmed by you. fire or a pit. On a successful save, the target takes half as much
At Higher Levels. When you cast this spell using a spell slot of 2nd damage and doesn’t have to move away. A deafened creature
level or higher, you can target one additional creature for each slot automatically succeeds on the save.
level above 1st. The creatures must be within 30 feet of each other At Higher Levels. When you cast this spell using a spell slot of 2nd
when you target them. level or higher, the damage increases by 1d6 for each slot level above
1st.
Pact Magic (Warlock) Player’s Handbook Enthralling Beauty (Thylean Nymph) Player’s Handbook Spellcasting (Bard) Player’s Handbook
Fog Cloud Healing Word Hex
1st-level conjuration 1st-level evocation 1st-level enchantment
CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE 120 feet RANGE 60 feet RANGE 90 feet
DURATION Concentration, up to 1 hour DURATION Instantaneous DURATION Concentration, up to 1 hour
COMPONENTS V, S COMPONENTS V COMPONENTS V, S, M (the petrified eye of a newt)
You create a 20-foot-radius sphere of fog centered on a point within A creature of your choice that you can see within range regains hit You place a curse on a creature that you can see within range. Until
range. The sphere spreads around corners, and its area is heavily points equal to 1d4 + your spellcasting ability modifier. This spell has the spell ends, you deal an extra 1d6 necrotic damage to the target
obscured, It lasts for the duration or until a wind of moderate or no effect on undead or constructs. whenever you hit it with an attack. Also, choose one ability when you
greater speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of 2nd cast the spell. The target has disadvantage on ability checks made
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above with the chosen ability.
level or higher, the radius of the fog increases by 20 feet for each slot 1st. If the target drops to 0 hit points before this spell ends, you can use
level above 1st. a bonus action on a subsequent turn of yours to curse a new
creature. A remove curse cast on the target ends this spell early.
At Higher Levels. When you cast this spell using a spell slot of 3rd
or 4th level, you can maintain your concentration on the spell for up
to 8 hours. When you use a spell slot of 5th level or higher, you can
maintain your concentration on the spell for up to 24 hours.
Nereid Ancestry (Thylean Nereid Nymph) Player’s Handbook Spellcasting (Bard) Player’s Handbook Fey Touched Player’s Handbook
CASTING TIME 1 reaction, which you take when you are hit by an attack or targeted CASTING TIME 1 action CASTING TIME 1 action
by the magic missile spell
RANGE Self RANGE 60 feet RANGE Touch
DURATION 1 round DURATION Concentration, up to 10 minute DURATION Concentration, up to 1 hour
COMPONENTS V, S COMPONENTS V, S, M (a bit of fleece) COMPONENTS V, S, M (fur or a feather from a beast)
An invisible barrier of magical force appears and protects you. Until You create the image of an object, a creature, or some other visible You touch a creature and bestow upon it a magical enhancement.
the start of your next turn, you have a +5 bonus to AC, including phenomenon that is no larger than a 15-foot cube. The image Choose one of the following effects: the target gains the effect until
against the triggering attack, and you take no damage from magic appears at a spot within range and lasts for the duration. The image the spell ends.
missile. is purely visual; it isn’t accompanied by sound, smell, or other sensory Bear’s Endurance. The target has advantage on Constitution
effects. checks. It also gains 2d6 temporary hit points, which are lost when
You can use your action to cause the image to move to any spot the spell ends.
within range. As the image changes location, you can alter its Bull’s Strength. The target has advantage on Strength checks, and
appearance so that its movements appear natural for the image. For his or her carrying capacity doubles.
example, if you create an image of a creature and move it, you can Cat’s Grace. The target has advantage on Dexterity checks. It also
alter the image so that it appears to be walking. doesn’t take damage from falling 20 feet or less if it isn’t
Physical interaction with the image reveals it to be an illusion, incapacitated.
because things can pass through it. A creature that uses its action to Eagle’s Splendor. The target has advantage on Charisma checks.
examine the image can determine that it is an illusion with a Fox’s Cunning. The target has advantage on Intelligence checks.
successful Intelligence (Investigation) check against your spell save Owl’s Wisdom. The target has advantage on Wisdom checks.
DC. If a creature discerns the illusion for what it is, the creature can At Higher Levels. When you cast this spell using a spell slot of 3rd
see through the image. level or higher, you can target one additional creature for each slot
level above 2nd.
Pact Magic (Warlock) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook
CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Touch RANGE Self RANGE 60 feet
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V COMPONENTS V, S, M (a chip of mica)
You touch a creature and can end either one disease or one condition Briefly surrounded by silvery mist, you teleport up to 30 feet to an A sudden loud ringing noise, painfully intense, erupts from a point of
afflicting it. The condition can be blinded, deafened, paralyzed, or unoccupied space that you can see. your choice within range. Each creature in a 10-foot-radius sphere
poisoned. centered on that point must make a Constitution saving throw. A
creature takes 3d8 thunder damage on a failed save, or half as much
damage on a successful one. A creature made of inorganic material
such as stone, crystal, or metal has disadvantage on this saving
throw.
A 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.
Spellcasting (Bard) Player’s Handbook Fey Touched Player’s Handbook Spellcasting (Bard) Player’s Handbook
Dispel Magic Hypnotic Pattern Leomund’s Tiny Hut
3rd-level abjuration 3rd-level illusion 3rd-level evocation (ritual)
Choose any creature, object, or magical effect within range. Any spell You create a twisting pattern of colors that weaves through the air A 10-foot-radius immobile dome of force springs into existence
of 3rd level or lower on the target ends. For each spell of 4th level or inside a 30-foot cube within range. The pattern appears for a around and above you and remains stationary for the duration. The
higher on the target, make an ability check using your spellcasting moment and vanishes. Each creature in the area who sees the spell ends if you leave its area.
ability. The DC equals 10 + the spell’s level. On a successful check, the pattern must make a Wisdom saving throw. On a failed save, the Nine creatures of Medium size or smaller can fit inside the dome
spell ends. creature becomes charmed for the duration. While charmed by this with you. The spell fails if its area includes a larger creature or more
At Higher Levels. When you cast this spell using a spell slot of 4th spell, the creature is incapacitated and has a speed of 0. than nine creatures. Creatures and objects within the dome when
level or higher, you automatically end the effects of a spell on the The spell ends for an affected creature if it takes any damage or if you cast this spell can move through it freely. All other creatures and
target if the spell’s level is equal to or less than the level of the spell someone else uses an action to shake the creature out of its stupor. objects are barred from passing through it. Spells and other magical
slot you used. 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.
Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook
This spell grants the ability to move across any liquid surface - such as You teleport yourself from your current location to any other spot This spell transforms a creature that you can see within range into a
water, acid, mud, snow, quicksand, or lava - as if it were harmless within range. You arrive at exactly the spot desired. It can be a place new form. An unwilling creature must make a Wisdom saving throw
solid ground (creatures crossing molten lava can still take damage you can see, one you can visualize, or one you can describe by stating to avoid the effect. The spell has no effect on a shapechanger or a
from the heat). Up to ten willing creatures you can see within range distance and direction, such as “200 feet straight downward” or creature with 0 hit points.
gain this ability for the duration. “upward to the northwest at a 45-degree angle, 300 feet.” The transformation lasts for the duration, or until the target drops
If you target a creature submerged in a liquid, the spell carries the You can bring along objects as long as their weight doesn’t exceed to 0 hit points or dies. The new form can be any beast whose
target to the surface of the liquid at a rate of 60 feet per round. what you can carry. You can also bring one willing creature of your challenge rating is equal to or less than the target’s (or the target’s
size or smaller who is carrying gear up to its carrying capacity. The level, if it doesn’t have a challenge rating). The target’s game
creature must be within 5 feet of you when you cast this spell. statistics, including mental ability scores, are replaced by the
If you would arrive in a place already occupied by an object or a statistics of the chosen beast. It retains its alignment and personality.
creature, you and any creature traveling with you each take 4d6 force The target assumes the hit points of its new form. When it reverts
damage, and the spell fails to teleport you. 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 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.
Nereid Ancestry (Thylean Nereid Nymph) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook
CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 60 feet RANGE Touch RANGE 120 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour DURATION Instantaneous
COMPONENTS V, S, M (a sunburst pendant worth at least 100 gp) COMPONENTS V, S COMPONENTS V, S
The light of dawn shines down on a location you specify within range. You imbue a weapon you touch with holy power. Until the spell ends, You choose a point within range and cause psychic energy to explode
Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright the weapon emits bright light in a 30-foot radius and dim light for an there. Each creature in a 20 foot radius sphere centered on that point
light glimmers there. This light is sunlight. additional 30 feet. In addition, weapon attacks made with it deal an must make an Intelligence saving throw. A creature with an
When the cylinder appears, each creature in it must make a extra 2d8 radiant damage on a hit. If the weapon isn’t already a Intelligence score of 2 or lower can’t be affected by this spell. A
Constitution saving throw, taking 4d10 radiant damage on a failed magic weapon, it becomes one for the duration. target takes 8d6 psychic damage on a failed save, or half as much
save, or half as much damage on a successful one. A creature must As a bonus action on your turn, you can dismiss this spell and cause damage on a successful one.
also make this saving throw whenever it ends its turn in the cylinder. the weapon to emit a burst of radiance. Each creature of your choice After a failed save, a target has muddled thoughts for 1 minute.
If you’re within 60 feet of the cylinder, you can move it up to 60 that you can see within 30 feet of the weapon must make a During that time, it rolls a d6 and subtracts the number rolled from
feet as a bonus action on your turn. Constitution saving throw. On a failed save, a creature takes 4d8 all its attack rolls and ability checks, as well as its Constitution saving
radiant damage, and it is blinded for 1 minute. On a successful save, a throws to maintain concentration. The target can make an
creature takes half as much damage and isn’t blinded. At the end of Intelligence saving throw at the end of each of its turns, ending the
each of its turns, a blinded creature can make a Constitution saving effect on itself on a success.
throw, ending the effect on itself on a success.
Magical Secrets (Bard) Xanathar’s Guide to Everything Magical Secrets (Bard) Xanathar’s Guide to Everything Spellcasting (Bard) Xanathar’s Guide to Everything
Rapier +1 Breastplate +1 Shield +1
Weapons Armor Armor
You have a +1 bonus to attack and damage rolls made with You have a bonus to AC while wearing this armor. The While holding this shield, you have a bonus to AC
this magic weapon. bonus is determined by its rarity. determined by the shield's rarity. This bonus is in addition
to the shield's normal bonus to AC.
2 lb. Dungeon Master’s Guide 20 lb. Dungeon Master’s Guide 6 lb. Dungeon Master’s Guide
For 1 hour, a candle sheds bright light in a 5-foot radius and Rations consist of dry foods suitable for extended travel,
dim light for an additional 5 feet. including jerky, dried fruit, hardtack, and nuts.
The perfect tool for anyone who wants to engage in trickery, a disguise
kit enables its owner to adopt a false identity.
Components. A disguise kit includes cosmetics, hair dye, small props,
and a few pieces of clothing.
Deception. In certain cases, a disguise can improve your ability to
weave convincing lies.
Intimidation. The right disguise can make you look more fearsome,
whether you want to scare someone away by posing as a plague victim
or intimidate a gang of thugs by taking the appearance of a bully.
Performance. A cunning disguise can enhance an audience’s
enjoyment of a performance, provided the disguise is properly designed
to evoke the desired reaction.
Persuasion. Folk tend to trust a person in uniform. If you disguise
yourself as an authority figure, your efforts to persuade others are often
more effective.
Create Disguise. As part of a long rest, you can create a disguise. It
takes you 1 minute to don such a disguise once you have created it. You
can carry only one such disguise on you at a time without drawing undue
attention, unless you have a bag of holding or a similar method to keep
them hidden. Each disguise weighs 1 pound.
At other times, it takes 10 minutes to craft a disguise that involves
moderate changes to your appearance, and 30 minutes for one that
requires more extensive changes.
DISGUISE KIT
Activity DC
Cover injuries or distinguishing marks 10
Spot a disguise being used by someone else 15
Copy a humanoid’s appearance 20