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Anthony Bayle

3 Level (0/2700 XP for level-up) Criminal Background Human Race / Species / Heritage Neutral Evil Alignment
Bard
Level 3
Hit Dice: 3/3
1d8+3 Class 1

STR
14
+2
DEX
16
+3
CON
17
+3
INT
13
+1
WIS
11
+0
CHA
19
+4
27
Hit Points
+3
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
4 / 4
Bardic Inspiration
1 / 1
Song of Rest
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+5 Dexterity
+3 Constitution
+1 Intelligence
+0 Wisdom
+6 Charisma
saving throws
+6 Acrobatics DEX
+0 Animal Handling WIS
+2 Arcana INT
+4 Athletics STR
+12 Deception CHA
+2 History INT
+0 Insight WIS
+16 Intimidation CHA
+2 Investigation INT
skills
+0 Medicine WIS
+2 Nature INT
+0 Perception WIS
+16 Performance CHA
+12 Persuasion CHA
+2 Religion INT
+6 Sleight of Hand DEX
+10 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +10 DEX 1d8+3 Piercing
 Finesse
Dagger +10 DEX 1d4+3 Piercing
 Finesse, light, thrown (20/60)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Vicious Mockery +6 1 action 60 ft Instantaneous 1d4 V
 Notes:Target makes a Wisdom Saving Throw or takes 1d4 Psychic damage and have disadvantage on their next attack roll before the end of its next turn.
Minor Illusion +6 1 action 30 ft 1 minute Concentration S, M
 Notes:Creatures can use their action to investigate with an Intelligence check against your Save DC. Can create a sound or image. Sound goes from whisper to a scream. An image cant be bigger than a 5-foot cube and it cant create light, sound, smell or other sensory effects.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Vicious Mockery +6 1 action 60 ft Instantaneous 1d4 + V
 Notes:Target makes a Wisdom Saving Throw or takes 1d4 Psychic damage and have disadvantage on their next attack roll before the end of its next turn.
Charm Person +6 1 action 30 ft 1 hour V, S
 Notes:Can only charm humanoids. Target must make a Wisdom Saving Throw, and does so with advantage if you and your allies are fighting against it. If it fails, it is charmed until the end of the spells duration or until you or one of your companions do anything harmful to it. It sees you as a friendly acquaintance. When the spell ends, it knows it has been charmed by you..
Cure Wounds +6 1 action Touch Instantaneous 1d8+4 V, S
 Notes:No effect on undead or constructs.
Healing Word +6 1 bonus action 60 ft Instantaneous 1d4+4 V
 Notes:No effect on undead or constructs.
Tasha's Hideous Laughter +6 1 action 30 ft Concentration, up to 1 minute V, S, M
 Notes:A creature with an Intelligence of 4 or less is unaffected. Target must be seen within range. Target must succeed a Wisdom Save or fall prone, becoming incapacitated and unable to stand up for the duration. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom Save and gains advantage if it is making a save because of damage.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Vicious Mockery +6 1 action 60 ft Instantaneous 1d4 + V
 Notes:Target makes a Wisdom Saving Throw or takes 1d4 Psychic damage and have disadvantage on their next attack roll before the end of its next turn.
Cure Wounds +6 1 action Touch Instantaneous 1d8+4 + V, S
 Notes:No effect on undead or constructs.
Healing Word +6 1 bonus action 60 ft Instantaneous 1d4+4 + V
 Notes:No effect on undead or constructs.
Hold Person +6 1 action 60 ft Concentration, up to 1 minute V, S, M
 Notes:Target must be a humanoid. It must succeed a Wisdom Saving Throw or become paralyzed for the duration. At the end of each of its turns, the target can make the saving throw again.
Phantasmal Force +6 1 action 60 ft Concentration, up to 1 minute 1d6 V, S, M
 Notes:No effect against undead or constructs. Target must make an Intelligence Saving Throw. The target can use its action to roll another Intelligence Check against your Spell DC. A phantasm created to appear as a creature or fire, acid, or lava can damage the target if it is within 5 feet of it, dealing 1d6 Psychic damage.

Crowbar, Flute





Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money

  • Common and Infernal
  • Armour: Light
  • Weapons: Simple, hand crossbows, longswords, rapiers, short swords, magitech firearms
  • Tools: Drum, Violin, Flute, Thieves' Tools, Cards, Alchemist's Supplies, Tinkerer's Tools



Languages & Proficiencies


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