Make the sheet yours
Pick a hero. Pick the illustration that fits your table. Print. No account needed, and your pick is saved on this device for reprints.
- 1Pick a hero
- 2Pick an illustration
- 3Preview & print
Welcome back. Last time you printed .
Pick your hero
Every version is the same hero
Same stats, same abilities, same catchphrase. Flip through the six illustrations of Bard.exe and stop on the one that looks right at your table.
Your sheet
ASH OF IRONHOLD
Lost a shield somewhere back there. Hasn't needed it yet.
“I hit it. Again.”
- Standing in front of everybody
- Not going down
- Protecting your friends
| Ability | Uses | Range | What it does |
|---|---|---|---|
| BONK | 1 / turn | Same zone | If you hit, add +2 damage. |
| Second Wind | Self | Heal yourself 1d10+3 HP. | |
| Nope! | 1 / round | Same zone | Take a hit meant for a friend in your zone. |
- Waterskin. Drink, douse a small fire, share.
- Wooden whistle. Signal allies, call for help, mimic a bird, scare off wild animals.
ZAP THE UNHINGED
Top of the class at the Spire — by reputation, mostly. The reputation has issues.
“I CAST THE PROBLEM.”
- Blasting enemies from far away
- Solving problems with magic
- Making things go BOOM when the group needs it
| Spell | Uses | Range | What it does |
|---|---|---|---|
| Mage Hand | unlimited | Any zone | Magic hand can lift up to 5 lbs. Can't attack. |
| Fire Bolt | unlimited | Any zone | +4 to hit, 1d6 fire damage. |
| Magic Missile | Any zone | Auto-hit. 1d4 damage to two targets per cast. | |
| Thunderwave | Same zone | BOOM. Push targets one zone away. +4 to hit, 1d6 damage. | |
| Shield (reaction) | Self | +5 AC against one attack. |
- Spellbook with pen and ink. Copy spells, take notes, leave messages.
- Jar of glow-in-the-dark moss. Cold light that never goes out; shake to make it flare.
SNEAKY SAM
You can hear Sam coming. But you'll think it was the wind.
“You didn't see that.”
| Weapon | To Hit | Damage | Reach |
|---|---|---|---|
| Shortsword | +5 | 1d6+3 | Same zone |
| Shortbow | +5 | 1d6+3 | Any zone |
- Going first
- Big damage on Distracted enemies
| Ability | Uses | Range | What it does |
|---|---|---|---|
| Sneak Attack | per attack | Any zone | +2d6 damage if the target is Distracted. |
| Bonus Action | every turn | — | Dash, Hide (become Hidden), or Disengage. |
| Lucky | 1/session | Self | Reroll one bad roll. |
- Lockpicks. Open locks, fiddle with anything mechanical.
- Pouch of marbles. Trip enemies, roll down a hallway to distract, throw to make noise.
BRICK
Quietest of the whole brood. The brood is loud.
“I am calm. Now I am not.”
- Hitting enemies very hard
- Taking a lot of hits without going down
- Jumping into danger so others don't have to
| Ability | Uses | Range | What it does |
|---|---|---|---|
| Rage | Self | +2 damage to your attacks. Half damage from hits taken. Must attack, take damage, or lose rage. | |
| Relentless | Self | First time you reach 0 HP, stay at 1 HP instead. |
- Coil of strong rope. Climb, lash, bind, drag a friend out of a hole.
- Pouch of jerky. Eat, share, toss to a hungry dog.
LUMI
Touched at birth by a star that hasn't fallen yet. It still shows on cold mornings.
“I got you.”
- Keeping friends alive when things get scary
- Helping the team hit harder and survive longer
- Being calm when everyone else is panicking
| Spell | Uses | Range | What it does |
|---|---|---|---|
| Heal Word | Any zone | Heal a friend, 1d4+4 HP. | |
| Cure Wounds | Same zone | Big heal, 2d6+4 HP. You have to touch them. | |
| Bless | Any zone | A friend becomes Blessed — their next attack has advantage. | |
| Guiding Light | Any zone | Enemy glows — becomes Distracted until the next hit lands. | |
| Sacred Flame | unlimited | Any zone | Radiant zap. +4 to hit, 1d4 damage. |
- Roll of clean bandages. Bind wounds, make slings, tear into strips for whatever's needed.
- A candle that won't blow out. Light any room, survive wind and rain, warm cold fingers.
WHISKERS NIGHTPAW
Has been here the whole time. You just looked away.
“I hit you. I hit you again. I'm gone.”
- Moving fast and getting anywhere on the map
- Hitting enemies multiple times in one turn
- Jumping in and out of danger without getting stuck
| Ability | Uses | Range | What it does |
|---|---|---|---|
| Flurry | Same zone | Make 2 extra attacks this turn. | |
| Speed Burst | 1 / turn | Self | Move one extra zone this turn. |
| Catch (reaction) | 1 / round | Self | Reduce ranged damage taken by 5. |
- Length of climbing silk. Climb, tie, snare.
- Three river pebbles. Throw to distract, click together as a signal.
BARD.EXE
Self-deployed. Run as administrator.
“Trust me, this will work.”
- Talking your way into (and out of) trouble
- Making teammates better at what they do
- Turning bad situations into funny wins
| Ability | Uses | Range | What it does |
|---|---|---|---|
| Bardic Inspiration | Any zone | Give a friend +1d6 on any one roll — even after they roll. | |
| Vicious Mockery | unlimited | Any zone | Insult an enemy — their next attack has disadvantage. |
| Charm Attempt | Any zone | Talk an enemy down mid-fight. Roll with advantage, beat 12. |
- Pocket notebook and pencil. Catches names, debts, songs, contracts.
- Tin of stage makeup. Disguise, paint friends' faces fierce, smudge ink to forge a signature.
Your pick is saved on this device, so you can come back and print the same sheet again whenever you need a fresh copy.
This is the same hero sheet that comes in the free starter kit: same stats, same abilities, same everything. The only thing that changed is the illustration you picked.