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Rope Merchant

9 Level (0/64000 XP for level-up) Merchant Family - Selvanis Background Human Race / Species / Heritage True Neutral Alignment
Intoner [3/4] Bard
Level 9
Hit Dice: 9/9
1d8+1 Class 1

STR
4
-3
DEX
17
+3
CON
12
+1
INT
20
+5
WIS
14
+2
CHA
20
+5
86
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
16
Passive Perception
5 / 5
Bardics
Spellcasting ...
+9 Attack mod
CHA Ability
+5 Abi Mod
17 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+2 Jack of all Trades
-3 Strength
+7 Dexterity
+1 Constitution
+5 Intelligence
+2 Wisdom
+9 Charisma
saving throws
+11 Acrobatics DEX
+4 Animal Handling WIS
+15 Arcana INT
-1 Athletics STR
+9 Deception CHA
+7 History INT
+4 Insight WIS
+7 Intimidation CHA
+13 Investigation INT
skills
+4 Medicine WIS
+7 Nature INT
+10 Perception WIS
+9 Performance CHA
+13 Persuasion CHA
+7 Religion INT
+5 Sleight of Hand DEX
+15 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

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Wild Magic Blood: Whenever you take 20 damage or more, or when you are critically hit, roll on the Wild Magic Surge table to determine its effects.
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Human Determination
When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. You can use this ability equal to your prof mod, you can't use it again until you finish a long rest,
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We were to born to inherit the World
When you are killed or fail all death saves, you become immune to all damage and cannot go below 1 hit point until the end of your next turn. This expends one of your human determination.
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Star Sign: Noose of Confinement
With the power to ensnare and restrain your enemies, you can invoke Noose of Confinement through your Channel Divinity. You cast the rope trick spell, creating a magical extradimensional space accessible through a length of rope.

Additionally, if an enemy creature is within 5 feet of the rope trick's entrance, you can use your bonus action to activate the Noose of Confinement. The targeted creature must make a Dexterity saving throw against your spell save DC, using your highest spellcasting ability if not a cleric. On a failed save, the creature becomes ensnared by a noose that tightens around its neck, causing 2d8 bludgeoning damage at the start of each of its turns and restraining it.

At the end of the creature's turn, it can attempt another Dexterity saving throw to break free from the noose, or an ally can use their action to attempt to break the rope, releasing the creature from its confinement.
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Merchant Family
You gain the find familiar spell, the spellcasting is your highest mental modifier.

You gain proficiency in persuasion, If you already have this proficiency, you instead gain proficiency in another charisma skill.

You start with an additional 100gp, and gain 50gp every long rest.
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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.
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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.
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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 regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
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Magical Inspiration
At 2nd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
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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
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School of Sisters
Select a digit from the range of 0 to 5. Opting for a number between 1 and 5 results in the manifestation of said numeral upon your body in a location of your preference. Should you opt for 0, a flower of your design will adorn your eye instead of a numeral (Once you have chosen this number you cannot go back).

The chosen numeral dictates the specific benefits you would receive from the following options;

Three: You gain proficiency with War Pick & Weavers Tools, you can use Weavers Tools as weapons and they count as War Picks for the purpose of attacks. Once per long rest, you can use your Weavers Tools to create a Homunculus Servant, you can only have one out at a time.

Four: You can use CHA instead of STR for the attack and damage rolls of your unarmed strikes, your unarmed strikes can deal bludgeoning damage equal to Bardic die+ your STR/CHA modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the damage becomes double your Bardic Die + your STR/CHA. In addition, after talking to creatures for 1 minute you can determine whether a creature is Good, Neutral, or Evil.
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Intoner's Song
As a bonus action, you can commence singing an ancient, forgotten tune for 1 minute or until you end it as a bonus action. Your physical form shrouds itself in the harmonies of this melody. Creatures attempting to strike you do so at a disadvantage, while your spell attacks and weapon attacks against creatures who can perceive your song are made with advantage. Furthermore, if your hit points are reduced to 0, you may expend a use of Bardic Inspiration to instead regain 1 hit point.

You also gain an additional feature depending on the Number you choose from School of Sisters;

Three's Vitality: You leave ethereal threads of magical rope and thread in your wake as you move. These threads linger for as long as the Intoner's song is active or a creature is restrained in that space. Any creature entering this area or starting its turn there must succeed on a Strength saving throw or become restrained until the start of its next turn. Additionally, as a reaction in response to a missed melee attack against, you can manipulate the threads to restrain the attacker. The creature must succeed on a Strength saving throw or become restrained until the start of its next turn.

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.

Four's Ferocity: When you score a critical hit with a weapon or unarmed attack, the target must succeed on a Constitution saving throw or be stunned until the end of its next turn. Furthermore, if a creature misses an attack roll against you, your body adjusts to their strikes and allows you to use your reaction to gain +2 to your AC against that creature for the remainder of Intoner's Song. This bonus can stack up to a maximum of half your Bard level at a time.
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Intoners Guardian
At 3rd level, your connection to the mystical forces of Intoner's Song grants you a celestial or fey creature as a loyal companion. This entity, known as your Guardian, is a manifestation of the harmonious energies you wield and the ancient song.

As an action, you can summon your Guardian. The creature appears in an unoccupied space within 30 feet of you. The Guardian remains until you use this feature again, is reduced to 0 hit points, is dismissed as a bonus action or you die. Anything the Guardian was wearing or carrying is left behind when the Guardian vanishes.

The Guardian is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Guardian stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the Guard, its appearance and features are determined by the number you choose from School of Sisters.

In combat, the Guardian shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take an Action or Bonus Action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Guardian can take any action of its choice, not just Dodge.

Once you summon the Guardian, you can't do so again until you finish a long rest, unless you expend a bardic inspiration to summon it again.
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Rune Shaper x2
Prerequisites: Spellcasting Feature or Rune Carver
You've studied the magic of Giant runes, granting you the following benefits:
Comprehend Languages. You learn the comprehend languages spell. You can cast this spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have.

Rune Magic. You know a number of runes equal to half your proficiency bonus (rounded down), chosen from the Rune Spells table. Whenever you finish a long rest, you can inscribe each rune you know onto one nonmagical weapon, armor, piece of clothing, or other object you touch. You temporarily learn the 1st-level spells that correspond to the runes you inscribed, as specified on the Rune Spells table, and you know those spells until you finish a long rest, when the runes fade. While you are wearing or carrying any rune-marked object, you can cast the spells associated with those runes using any spell slots you have.
You can also invoke a rune inscribed on an object you are wearing or carrying and cast its associated spell without expending a spell slot or using material components. Once you cast the spell in this way, you can't do so again until you finish a long rest. Your spellcasting ability for this feat is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Each time you gain a level, you can replace one of the runes you know with another one from the Rune Spells table.

Dragon Rune: Chromatic Orb
Death Rune: Inflict Wounds
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Font of Inspiration
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
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Intoner's Presence
At 6th level, your connection to the ancient song deepens, allowing you to infuse your Bardic Inspiration with it. Whenever a creature makes a roll with your Bardic Inspiration die, you can choose to add your Charisma modifier to the result.

In addition, whenever you would kill a creature you regain hit points equal to your Constitution modifier plus Charisma modifier as you absorb their song.

Your intoner’s Guardian is now Medium size, and can change size as an action between Small or Medium.
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Countercharm
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As a bonus action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
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Features & Traits
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Inventory
Universal Translator
+1 Living Fate
1 Dynamite
Pocket Rune
Bones of Someone Who Talked Too Much
+1 Pistol - Owari
Robe of Stars
Mantle of the Mountain
Ring of Protection
Horn of Blasting
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Items
Fate Weaver - Ring, cursed
This dark, ethereal ring appears to be woven from strands of destiny itself. When you first put on the Fate Weaver Ring, it bonds with you magically and adjusts to your size, making it impossible to remove by any means short of a Wish spell.

Fate Stability: The Fate Weaver protects you from the instability of destiny, ensuring that you do not grow weaker over time. When attuned to the ring, you gain resistance to aging effects, and you do not suffer any penalties from old age. However, after a 7 day period elapses, you must return to the Well of Fate to recharge the ring, spending at least one hour in silence otherwise your body begins to age rapidly.

World Fate Mission Alert: The Fate Weaver Ring is attuned to the grand tapestry of fate, and it resonates when a significant destiny awaits you. Whenever there is a world-fate mission or quest available that directly relates to the fate of the world, the ring emits a soft, pulsating glow and a faint hum, alerting you to the opportunity.

World Fate Awareness: The Fate Weaver Ring acts as a mystical sensor attuned to entities and objects of that should not exist. When a creature or item with significant world-fate properties comes within 120 feet of you, the ring begins to softly glow with an otherworldly light. The intensity of the glow correlates with the proximity and importance of the detected entity or item.

+1 Living Fate - Rare, Studded Leather - AC 12 + DEX
This fine golden leather outfit seems to have weaves of thread coming out of it constantly, you feel luckier when wield.
Lucky Build
When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Addtionally, roll a d20 at the end of a short rest. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can only replace the number once.

Fates Unturned
Once during each of the your turns, when you fails an ability check or saving throw or misses an attack roll, it can roll a d8 and add the number rolled to the total.

Rune Pocket
Wondrous Item (Amulet, Spellcasting Focus), Very Rare (requires attunement by a spellcaster)
The Rune Pocket is an intricately crafted amulet made of silver and onyx, shaped like a small circular locket. Its face is engraved with rainbow ancient arcane symbols, and when opened, it reveals a small compartment lined with mystical runes that glow faintly when in use. This amulet acts as both a spellcasting focus and a storage device for specific runes.

While attuned to the Rune Pocket, you gain proficiency with Arcana, or expertise if already proficient. If you already have expertise you have a +2 bonus.

Spellcasting Focus: While wearing the Rune Pocket, you can use it as a spellcasting focus for your spells.

Rune Storage: The Rune Pocket can store up to 3 runes at a time. These runes can be crafted during downtime using special inks and materials, and represent specific magical effects. Crafting a rune requires a long rest.

Rune Activation: When casting a spell, you can expend a stored rune as part of the casting. The rune enhances the spell in one of the following ways:

Rune of Power: Add an additional 1d8 force damage to the spell.
Rune of Precision: Increase the spell's attack roll or saving throw DC by +2.
Rune of Protection: Gain temporary hit points equal to the spell's level multiplied by 2.
Rune of Efficiency: Reduce the spell slot level required by 1 (minimum of 1st level).

Rune Regeneration: Once per long rest, you can touch the Rune Pocket and recharge one expended rune, allowing it to be reused without needing to craft a new one.
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Runes
Rune of Transport Runes

Rune of Gentle Repose

Dragon Rune

Death Rune

Rune of Eldergrove - As a bonus action, you can activate this rune you gain one of the follow options from a druid subclass for 1 minute, any feature that states druid level counts as one of your classes instead.
Dream: Balm of the Summer Court
Stars: Starry Form
Wildfire: Summon Wildfire Spirit
Once you invoke this rune, you can't do so again until you finish a short or long rest.

Rune of Dissertation - As an action you can activate the rune for 8 hours, afterwhich you can cast the Identify spell at will, without expending a spell slot or needing material components.
Also while the rune is active gain proficiency in the Arcana, History, Nature, and Religion skills. If you already have proficiency in any of these skills, your proficiency bonus is doubled for any ability check you make that uses those skills.

Rune of Exsanguination - As a bonus action, you can apply its magic to a weapon you are holding for 1 minute. Whenever you hit a creature with that weapon, the attack deals an additional 1d4 necrotic damage. The creature is then wounded.
A wounded creature loses 1d4 hit points at the start of each of its turns for each time it has been wounded by this effect, and it can make a Constitution saving throw at the end of each of its turns, ending the effect of all such wounds on itself on a success.

Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a Wisdom (Medicine) check, ending the effect of such wounds on it.

Rune of True Seeing: You gain True Sight up to 60ft for 1 minute.

Rune of Featherfall: You can activate this rune to become immune to Fall Damage for 1 minute.

Rune of Gold Conversion: You cast Flesh to Stone but they become Gold.

Rune of Spell Absorbtion: You can cast Counter-Spell with this rune.

Runes of Sacrifice: Put on an pointed object. If willing, they can instantly die.

Rune of Deconfiguration: This causes an object or a creature's form to disassemble into unstable parts for 1 minute. Against inanimate objects, it causes them to fall apart (like a door crumbling into separate planks). Against creatures, the target must make a Constitution saving throw at the start of each turn or suffer a form of temporary disintegration, taking 4d6 force damage. This rune lasts for 1 minute, or until the object is fully broken.

Rune of Destruction: Choose a point you can see within 120 feet. Each creature in a 10-foot radius sphere centered on that point must make a Dexterity saving throw (DC 18), taking 8d6 force damage on a failed save or half as much on a success.

God-Dragonic Transformation Rune: You can use an action to activate this Rune, turning yourself into an Ancient Solar Dragon under the effects of Shape-Change for 1 minute or until all temporary hit points are expended. At the end of the transformation, you gain 5 levels of Exhaustion.

Rune of Time: You can carve onto a person for a permanent scar. Once you active this Rune, they will gain non-Concentration Haste for 1 minute but once per life unless targeted with Regenerate.

Rune of Annihilation: You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot is permanently gone until the creature is cured with Wish or a Greater Restoration.
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Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 100, Platinum: 0 Money
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Cantrip
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Vicious Mockery
Mind Sliver
Message
Prestidigitation
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1st Level
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Find Familiar[Origin Boon]
Dissonant Whispers
Command - Two Words Only
Healing Word
Chaos Bolt(Free Cast)
Identify
Chromatic Orb (Rune Shaper)
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2nd Level
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Hold Person
Aid
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3rd Level
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Bestow Curse
Dispel Magic - Targets All Magics Instead Of One Effect
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4th Level
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Phantasmal Killer
Greater Invisibility
Dimension Door
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5th Level
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Modify Memory
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Spellcasting
Common, and Deep Speak

Languages & Proficiencies

Mimic Hat

Small monstrosity (shapechanger), neutral
Armor Class: 14+PB
Hit Points: 5 + five times your bard level (the Guardian has a number of Hit Dice [d8s] equal to your bard level)
Speed: 40 ft , swim: 40 ft , climb: 40 ft

STR

16 +3

DEX

12 +1

CON

12 +1

INT

10 +0

WIS

7 -2

CHA

-5

Saving Throws: Cha + PB / Dex + PB
Skills: Stealth +3
Damage Immunities: Non-magical bludgeoning, piercing, and slashing
Senses: darkvision 60 ft., passive Perception 9
Languages: Common & Drideric
Proficiency Bonus: Yours

This creature uses your spell casting, and can cast a spell equal to half your level (Rounded up)

At will: Mind Sliver

1/day: 1st (One/day): Gift of Alacrity / Magnify Gravity   2nd(One/day): Fortune's Favor / Immovable Object   3rd(One/day): Pulse Wave   4th(One/day): Gravity Sinkhole   5th(One/day): Temporal Shunt   6th(One/day): Gravity Fissure   7th(One/day): Tether Essence   8th(One/day): Dark Star / Reality Break   9th(One/day): Time Ravage / Ravenous Void


False Appearance: While the mimic hat remains motionless and isn't distinguished as a hat, it is indistinguishable from an ordinary hat.   Item Devour: The mimic hat can consume small items, such as coins, gems, or other small objects. As an action, the mimic hat can attempt to consume an item within 5 feet of it. If the item is being held by a creature, that creature must succeed on a DC Strength saving throw or have the item consumed by the mimic hat. While the item is eaten, the mimic hat can use its action on its turn to activate or use the properties of the consumed item. If the item requires an attack roll or a saving throw, use the mimic hat's statistics for the roll. The mimic hat can hold and use the consumed item for up to 1 hour, after which the item is regurgitated and falls to the ground. If the mimic hat consumes a magical item, it gains the benefits of that item for the duration, but the effects do not stack if the hat consumes multiple magical items. The mimic hat can only consume one item at a time.   Relentless Dash (Three): You can take the Dash action as a bonus action.

Actions

Pseudopod: Melee Weapon Attack: 4 + PB, reach 5 ft., one target. Hit: 1d4 bludgeoning damage.   Devour Intellect (Prof/Day): The mimic hat targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC Intelligence saving throw or take 2d10 psychic damage. On a failed save, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0 until the end of the creature's next turn. The target is stunned until it regains at least one point of Intelligence. The mimic hat gains temporary hit points equal to the psychic damage dealt by this ability.   Bite. Melee Weapon Attack: 3+PB to hit, 5ft reach. Damage: D6+PB piercing   Punch (Three). Melee Unarmed Attack: 3+PB, 5ft reach. Damage: 2d6+pb bludgeoning

A giant doll-like thread golem. Its form is crafted from ethereal threads woven together with a crude, almost beginner level of talent. The golem's body is a mosaic of soft pastel colors, and its limbs seem to move very robotic and almost unstable at times.

Bonds


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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