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Raph Evelyn Mouseir (REM)

1 Level (0/300 XP for level-up) Urchin Background Half-elf Race / Species / Heritage Alignment
Bard
Level 1
Hit Dice: 1/1
1d8+2 Class 1

STR
8
-1
DEX
16
+3
CON
14
+2
INT
12
+1
WIS
10
+0
CHA
16
+3
10
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+5 Dexterity
+2 Constitution
+1 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+5 Acrobatics DEX
+0 Animal Handling WIS
+1 Arcana INT
-1 Athletics STR
+5 Deception CHA
+1 History INT
+0 Insight WIS
+3 Intimidation CHA
+3 Investigation INT
+5 Thieves Tools DEX
+3 Disguise INT
skills
+0 Medicine WIS
+1 Nature INT
+0 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+1 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +5 DEX 1d8+3 piercing
 Finesse
Dagger +5 DEX 1d4+3 iercing
 Finesse, light, thrown (2/60)
Short Bow +5 DEX 1d6+3 piercing
 Simple ranged 80/320
Attacks

Spell Book


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Cantrips: Mage Hand, Message
1st Level Spells: Disguise Self, Feather fall, charm person, minor illusion
Spellcasting
Common, Elvish, thieves cant

Languages & Proficiencies
I ask a lot of questions.

Personality Traits
I help the people who help me - that's what keeps us alive.

Ideals
I sponsor an orphanage to keep others from enduring what I was forces to endure.

Bonds
It's not stealing if I need it more that someone else.

Flaws
The young charges at EL Orphanage help by supplying information and even picking pockets for REM when needed.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

Rapier

Weapon

Common

Properties: Finesse
Duelist: If you are attacking other creature wielding melee weapon, you gain +2 on attack roll.

Type Damage Damage Range
Martial Melee 1d10 Piercing 5 ft

Cost: 25 gp
Weight: 2 lb

Dagger

Weapon

Common

Properties: Finesse, Light, Thrown ( range 20/60 )
Concealed weapon: When you hit a melee attack with this weapon and target is not expecting it, you automaticaly hit critical with additional dice (total 4d4).

Type Damage Damage Range
Simple Melee 1d4 Piercing 5 ft

Cost: 1 gp
Weight: 1 lb

Shortbow

Weapon

Common

Properties: Ammunition, Two-handed
Fast hand: When you critically hit a creature, you can attack again in bonus action.

Type Damage Damage Range
Simple Ranged 1d6 Piercing 80/320

Cost: 5 gp
Weight: 2 lb

DnD 5e PHB

Studded leather

Armor (Light)

Common

Type AC STR Req. Stealth Dis.
Light 12 + Dex modifier No

Cost: 45gp
Weight: 13 lb

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Player's Handbook p256

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 Action
Range/Area: 30ft
Components: V, S
Duration: 1 Minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an Action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your Action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

Available for: Bard, Sorcerer, Warlock, Wizard, Artificer

SRD

Message

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 120 feet
Components: VSM
Materials: a short piece of copper wire, or focus
Duration: 1 round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Available for: Artificer, Bard, Sorcerer, Wizard

Level 1 Spells

Player's Handbook p233

Disguise Self

1-level Illusion

Casting Time: 1 Action
Range/Area: Self
Components: V, S
Duration: 1 Hour

You make yourself - including your clothing, armour, weapons, and other belongings on your person - look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Available for: Bard, Sorcerer, Wizard, Artificer, Trickery Domain

SRD

Feather Fall

1-level Transmutation

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range/Area: 60 feet
Components: VM
Materials: A small feather, or piece of down, or focus
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Available for: Artificer, Bard, Sorcerer, Wizard

Player's Handbook p221

Charm Person

1-level Enchantment

Casting Time: 1 Action
Range/Area: 30ft
Components: V, S
Duration: 1 Hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature 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.

Available for: Bard, Druid, Sorcerer, Warlock, Wizard, Trickery Domain

Player's Handbook p260

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 Action
Range/Area: 30ft (5ft cube)
Components: S, M
Materials: A bit of fleece
Duration: 1 Minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object--such as a chair, muddy footprints, or a 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 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.

Available for: Bard, Sorcerer, Warlock, Wizard

Statblocks for your Trinkets, businesses, building, castles, empires.


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Vahid.

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