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Tamburlaine Lawrence Closter

1 Level (0/300 XP for level-up) Hermit - Searching for Spiritual Enlightnement Background Dragonborn - silver Race / Species / Heritage Alignment
bard
Level 1
Hit Dice: 1/1
1d8+2 Class 1

STR
10
+0
DEX
12
+1
CON
14
+2
INT
12
+1
WIS
13
+1
CHA
16
+3
10
Hit Points
+1
Initiative (DEX)
11
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
d6 / 1
bardic inspiration
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+3 Dexterity
+2 Constitution
+1 Intelligence
+1 Wisdom
+5 Charisma
saving throws
+1 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+0 Athletics STR
+3 Deception CHA
+1 History INT
+1 Insight WIS
+3 Intimidation CHA
+1 Investigation INT
+3 Herbalism Kit WIS
skills
+3 Medicine WIS
+1 Nature INT
+3 Perception WIS
+5 Performance CHA
+3 Persuasion CHA
+3 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Breath weapon - cold +2 STR 2d6 cold
 15ft cone
Caduceus staff +2 STR 1d6 bludgeoning
 versatile 1d8
Attacks

Spell Book

Resistant to cold. 1/2 damage to cold

Features & Traits
Leather Armour
Lyre (harp), recorder, cornett

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Cantrips: Friends, mending
Level 1: Healing word, cure wounds, heroism, identify
Spellcasting
Common, Draconic, celestial

Languages & Proficiencies
I am working on a grand philosophical theory and love sharing my ideas.

Personality Traits
Logic - Emotions must not cloud our sense of what is right and true, or our logical thinking.

Ideals
I am still seeking the enlightenment I pursued in my seclusion, and it still eludes me.

Bonds
I like keeping secrets and won't share them with anyone.

Flaws


™ & © 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

The statblocks of your class features

Bard

Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. The bard is a master of song, speech, and the magic they contain.
hit dice: 1d8/level
hit points at 1st level: 8+Constitution modifier
hit points at higher levels: 1d8+Constitution modifier per bard level after 1st
armor proficiencies: Light Armor
weapon proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords
tools: Three musical instruments of your choice
saving throws: Dexterity, Charisma
skills: Choose any three
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a rapier, (b) a longsword, or (c) any simple weapon

  • (a) a diplomat's pack or (b) an entertainer's pack

  • (a) a lute or (b) any other musical instrument

  • Leather armor and a dagger
spellcasting:
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.   Cantrips

Cantrips

You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
  Spell

Spell Slots

The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.
  Spell Slots at 1st level

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the bard spell list.   The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
  Spellcasting Ability

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier =your proficiency bonus + your Charisma modifier
  Ritual Casting

Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.
  Spellcasting Focus

Spellcasting Focus

You can use a musical instrument as a spellcasting focus for your bard spells.
class features:
As a Bard, you gain the following class features:
Bardic Inspiration

Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.   Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.   Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Use a bonus action to grant one creature within 60 ft that can hear you a d6 inspiration die.
  Jack of All Trades

Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Half Proficiency on non-Proficient Skills.
  Song of Rest

Song of Rest

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
Extra 1d6 Hit Points earned when using Hit Dice during Short Rest.
  Bard College

Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice. Your choice grants you features at 3rd level and again at 6th and 14th level.
See Subclass Options.
  Expertise

Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.   At 10th level, you can choose another two skill proficiencies to gain this benefit.
Choose two Skill Proficiencies. Checks against those skills gain double Proficiency.
subclass options:
College of Eloquence College of Glamour College of Lore College of Swords College of Valor College of Whispers
LevelProficiency BonusFeaturesCantrips KnownSpells Known1st2nd3rd4th
1+2Spellcasting, Bardic Inspiration (d6)242---
2+2Jack of All Trades, Song of Rest (d6)253---
3+2Bard College, Expertise2642--
4+3Ability Score Improvement3743-

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Silver Dragonborn

ability score increase: Your Strength score increases by 2, and your Charisma score increases by 1.
age: Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
alignment: Dragonborn tend towards extremes, making a conscious choice for one side or the other between Good and Evil.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can read, speak, and write Common and Draconic.
parent race: Dragonborn
race features:
Draconic Ancestry. You are distantly related to a particular kind of dragon. Choose a type of dragon from the above list; this determines the damage and area of your breath weapon, and the type of resistance you gain.   Dragon Hide. Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.   Claws. You can grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.   Breath Weapon. You can use your action to exhale destructive energy in a 15-cone. When you use your breath weapon, all creatures in the area must make a Constitution saving throw. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 cold damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. You can use your Breath Weapon a number of times equal to your Constitution bonus, and you regain all expended uses when you finish a short or long rest.   Damage Resistance. You have resistance to cold damage.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Player's Handbook p244

Friends

0-level (Cantrip) Enchantment

Casting Time: 1 Action
Range/Area: Self
Components: S, M
Materials: A small amount of makeup applied to the face as this spell is cast
Duration: Concentration, 1 Minute

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: touch
Components: VSM
Materials: Two loadstones, or focus
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Available for: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

Level 1 Spells

SRD

Healing Word

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: V
Duration: instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
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 1st.
Available for: Bard, Cleric, Druid

PHB: P. 250

Heroism

1-level Enchantment

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, Up to 1 minute
A willing creature you touch is imbued with bravery.
Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
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.
Available for: Artificer (Battlesmith), Bard, Cleric (Peace), Paladin

PHB: P. 230

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

SRD

Identify

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: touch
Components: VSM
Materials: A pearl worth at least 100 gp and an owl feather
Duration: instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Available for: Artificer, Bard, Wizard

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