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Mona Moon

5 Level (750/14000 XP for level-up) Entertainer Background Half-Elf Race / Species / Heritage Chaotic Good Alignment
Bard
Level 5
Hit Dice: 5/5
1d8+2 Class 1

STR
8
-1
DEX
14
+2
CON
14
+2
INT
12
+1
WIS
12
+1
CHA
18
+4
35
Hit Points
+2
Initiative (DEX)
12
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
Spellcasting ...
+7 Attack mod
CHA Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Jack of all Trades
-1 Strength
+5 Dexterity
+2 Constitution
+1 Intelligence
+1 Wisdom
+7 Charisma
saving throws
+5 Acrobatics DEX
+2 Animal Handling WIS
+2 Arcana INT
+0 Athletics STR
+10 Deception CHA
+2 History INT
+4 Insight WIS
+7 Intimidation CHA
+2 Investigation INT
skills
+2 Medicine WIS
+2 Nature INT
+2 Perception WIS
+10 Performance CHA
+10 Persuasion CHA
+2 Religion INT
+5 Sleight of Hand DEX
+3 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

E-Bass
Kazoo
Shacker
Dartpfeil 20x
Laute
Pipe of Horror
Rollrasen Orgel
Feuerzeug
Kron Korken Sammlung
Sammy the Moose (Stofftier)
Notfall Bier 2x
Schokolade 2x
Sonnenbrille
Elektroschrott
Handvoll Stöckr

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Elvish, Infernal

Languages & Proficiencies
Schlau
(zu) empatisch
social anxiety
liebt Musik
will Familie finden
verträgt viel

Personality Traits
Musikerin werden
Familie finden

Ideals
Rabe Phoebe
Abbadon

Bonds
unkontrolierte Emotionen
tollpatschig
laktose intollerant
zu viel empatie
kleptomanie

Flaws
Bardic Inspiration = +d8
Song of Rest =
Bard Collage = Eloquence
Silver Tounge =
Unsetteling Words=
Bardic vercetility =
performer feat =
Bound of Insparation =

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.

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Level 0 Spells

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time: 1 Action
Range/Area: 60 ft
Components: V
Duration: Instantaneous
Attack/Save: Wisdom Saving Throw
Damage/Effect: Psychic Damage
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At higher levels: This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Available for: Bard

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 Action
Range/Area: 30 ft
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 ft 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 ft each time you use it.
The hand can't attack, activate magic items, or carry more than 10 lbs.
Available for: Druid, Wizard, Bard, Sorcerer, Warlock

Dancing Lights

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

Level 1 Spells

Healing Word

1-level Evocation

Casting Time: 1 Bonus Action
Range/Area: 60 ft
Components: V
Duration: Instantaneous
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

Tasha's Hideous Laughter

1-level Enchantment

Range/Area: 30 ft
Components: V, S, M
Materials: Tiny Tarts and a Feather that is waved in the air
Attack/Save: Wisdom Saving Throw
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom Savng throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
  At the end of each of its turn, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
Available for: Bard, Wizard

Sleep

1-level Enchantment

Casting Time: 1 Action
Range/Area: 90 ft
Components: V, S, M
Materials: A pinch of fine sand, rose petals, or a cricket
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8 ; the total is how many hit points of creatures this spell can affect. Creatures within 20 ft of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
  Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
  Undead and creatures immune to being charmed aren't affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Available for: Bard, Sorcerer, Wizard

Level 2 Spells

Invisibility

2-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 hour

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Zone of Truth

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: 10 minutes
Attack/Save: Charisma saving throw

You create a magical zone that guards against deception in a 15 foot radius sphere centred on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

Available for: Paladins, Wizards

Level 3 Spells

Replacement Series

Glyph of Warding

3-level Abjuration

Casting Time: 1 hour
Range/Area: touch
Components: VSM
Materials: (silver powder worth at least 100 gp, which the spell consumes)
Duration: until dispelled or triggered
When you cast this spell, you mark a fixed surface with an arcane inscription, occupying a 5-foot diameter circle. When a creature enters the glyph's space or otherwise disturbs it, the glyph triggers.   You can refine the trigger by specifying or exempting creatures or creature types, or by specifying a password a creature can speak as a reaction to prevent the glyph from triggering.   The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. A creature has advantage on this check if it is able to perceive magical effects, such as by casting detect magic. If a creature uses its action to destroy the glyph, or the surface is destroyed, the spell ends without triggering.   As part of the casting, you must cast another prepared spell of 3rd level or lower, storing it in the glyph. The spell must have a casting time of 1 action and must be able to target a creature other than the caster. When the glyph triggers, it releases the stored spell, targeting the triggering creature. If the spell targets an area or summons creatures, the effect is centered on the triggering creature. A spell requiring concentration lasts for its full duration. A triggered glyph glows brightly for the stored spell's full duration. If a creature uses its action to destroy the triggered glyph, or the surface is destroyed, the spell ends.
At higher levels: When you cast this spell 4th level or higher, the stored spell's maximum level increases by 1 and the material component cost increases by 50 gp for each level above 3rd.
Available for: Bard, Cleric, Inventor, Wizard

Leomund's Tiny Hut

3-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Self (10ft radius hemisphere)
Components: V, S, M
Materials: tbd
Duration: 8 hours

A 10 foot radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical 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.

SRD

Clairvoyance

3-level Divination

Casting Time: 10 minutes
Range/Area: 1 mile
Components: VSM
Materials: A focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing
Duration: up to 10 minutes
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
Available for: Bard, Cleric, Sorcerer, Wizard

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