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Ronan MacKay

1 Level (0/300 XP for level-up) Background Firbolg-Minotaur Variant / Humanoid Race / Species / Heritage Neutral Good Alignment
Bard
Level 1
Hit Dice: 1/1
1d8+1 Class 1

STR
15
+2
DEX
9
-1
CON
13
+1
INT
10
+0
WIS
12
+1
CHA
16
+3
9
Hit Points
-1
Initiative (DEX)
11
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+1 Dexterity
+1 Constitution
+0 Intelligence
+1 Wisdom
+5 Charisma
saving throws
-1 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+2 Athletics STR
+3 Deception CHA
+0 History INT
+1 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
+5 Fiddle CHA
skills
+1 Medicine WIS
+0 Nature INT
+3 Perception WIS
+3 Performance CHA
+5 Persuasion CHA
+0 Religion INT
-1 Sleight of Hand DEX
-1 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed Strike +4 STR 1d4+2 Bludgeoning
 Melee
Horned Strike +4 STR 1d6+2 Piercing
 Melee
Dagger +2 STR 1d4+2+2 Piercing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mending +5
Thunderclap +5 5ft

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Charm Person +5
Cure Wounds +5
Disguise Self +5
Healing Word +5
Heroism +5
Goring Rush Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action.
Hammering Horns Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
Labyrinthine Recall You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.


Bardic Inspiration As a bonus action, a creature (other than you) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 79, Platinum: 0 Money
Languages Minotaur, Speech of Beast

Instruments Fiddle, Lute, Dulcimer

Languages & Proficiencies

  • Light hearted, full of jokes, and a teaser.

  • He treats most everyone like a friend.



Personality Traits

  • Can find reasons to laugh, even when it's probably inappropriate too.

  • He cannot choose between his loved ones and the world, and would rather not make the decision that would harm one over the other.



Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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Level 1 Spells

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: Paladins

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