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Ferrel Shoe

5 Level (0/14000 XP for level-up) Artisan (Jeweler) Background Mustel (stoat) Race / Species / Heritage Chaotic Neutral Alignment
Bard
Level 5
Hit Dice: 5/5
1d8+2 Class 1

STR
9
-1
DEX
18
+4
CON
14
+2
INT
9
-1
WIS
10
+0
CHA
18
+4
41
Hit Points
+4
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
Spellcasting ...
+7 Attack mod
CHA Ability
+4 Abi Mod
23 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Jack of all Trades
-1 Strength
+7 Dexterity
+2 Constitution
-1 Intelligence
+0 Wisdom
+7 Charisma
saving throws
+7 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+0 Athletics STR
+7 Deception CHA
+0 History INT
+1 Insight WIS
+5 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+1 Perception WIS
+10 Performance CHA
+5 Persuasion CHA
+0 Religion INT
+10 Sleight of Hand DEX
+5 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +4 DEX 1d4+4 piercing
 finesse, light, thrown (20/60)
Shortbow +4 DEX 1d6+4 piercing
 (range 80/320)
Attacks

Spell Book

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.

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.

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 by spending Hit Dice at the end of the short rest, 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.

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.

College of the Road: Bonus proficiencies: When you join the College of the Road at 3rd level, you gain a few useful proficiencies picked up from your time on the road. Choose three of the following options (each option can only be selected once):
You gain proficiency with a gaming set of your choice
You gain proficiency with a martial weapon of your choice
You gain proficiency with herbalism kits
You gain proficiency with thieves tools
You gain proficiency with a skill of your choice
You learn two languages of your choice

Wanderer’s Lore: At 3rd level, you can share any useful tidbits of information you have come across in your travels to help others to see problems from a new angle. While a creature has a Bardic Inspiration die from you they may choose to roll with advantage on a single Arcana, History, Nature, or Religion skill check. The creature may choose whether or not to add the Bardic Inspiration die to this roll.

Traveler’s tricks: At 3rd level, you already have several memorable experiences from your life on the road. You learn two Traveler’s Tricks of your choice (see Traveler’s Trick Options).These Traveler’s Tricks represent skills, techniques, and useful pieces of knowledge picked up along the way. Each one requires you to expend a use of your Bardic Inspiration, and takes a bonus action to use unless otherwise specified.At 6th level and at 14th level you learn an additional Traveler’s Trick.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: Birdfolk, Mustel

You can use the Disengage action as a bonus action

You have advantage on ability checks and saving throws
made to escape from being grappled or restrained.

Accustomed to living in low-light environments, you have superior
vision in darkness and dim light. You can see in dim light within 60
feet of you as if it were bright light, and in darkness as if it were
dim light. You can’t discern color in darkness, only shades of gray

Jeweler's Tools.

You have advantage on ability checks made to maintain balance
(such as on tightropes, slippery surfaces, or unstable terrain).

Treeclimber: Your climbing speed increases to 30 feet, and you have
advantage on Strength (Athletics) checks made to climb trees or
similar surfaces.

Languages & Proficiencies
https://www.worldanvil.com/block/721874

Exhausted

2 healing (common)
Water breathing
Advantage for hour Constitution (sea foam drop)

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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

One DnD Playtest 6

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time: Action
Range/Area: 60 Feet
Components: V
Duration: Instantaneous
Attack/Save: Wisdom Save
Damage/Effect: Psychic
You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its nextturn.
At higher levels: his spell’s damage increases by 1d6 when you reach certain Bard levels: 5th level (2d6), 11th level (3d6), and 17thlevel (4d6).
Available for: Bard

Friends

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: Self
Components: S, F
Duration: Concentration, up to 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 GM's discretion), depending on the nature of your interaction with it.
Available for: Enchanter

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30 feet (5ft square)
Components: Somatic, Material
Materials: (a bit of fleece)
Duration: 1 Minute
Attack/Save: None
Damage/Effect: Control
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.   If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.   If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

Charm Person

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 ft
Components: Verbal, Somatic
Duration: 1 hour
Attack/Save: Wisdom Save
Damage/Effect: Charmed
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
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. The creatures must be within 30 feet of each other when you target them.

Players Hand Book, pg. 233

Disguise Self

1-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 hour
You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.   To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Available for: Artificer, Bard, Sorcerer, Wizard

Basic Rules, pg. 230

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
Attack/Save: None
Damage/Effect: Healing
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, Life Domain, Circle of Wildfire, The Celestial

Earth Tremor

1-level Evocation

Casting Time: 1 action
Range/Area: 10 ft
Components: Verbal, Somatic
Duration: Instantaneous
Damage/Effect: Dex Save
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Level 2 Spells

Calm Emotions

2-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.   Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.
Available for: Enchanter, Healer, Paladin

Enhance Ability

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, F
Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains the effect until the spell ends.  
  • Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
  • Bull’s Strength. The target has advantage on Strength checks, and their carrying capacity doubles.
  • Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
  • Eagle’s Splendor. The target has advantage on Charisma checks.
  • Fox’s Cunning. The target has advantage on Intelligence checks.
  • Owl’s Wisdom. The target has advantage on Wisdom checks.
At higher levels: When you cast this spell using 3 or more spell points, you can target one additional creature for each additional spell point spent over 2.
Available for: Dark Knight, Druid, Enchanter, Healer, Paladin, Wizard

Level 3 Spells

Feign Death

3-level Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: V, S, F
Duration: 1 hour
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.   For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.
Available for: Healer

Dispel Magic

3-level Abjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At higher levels: When you cast this spell using 4 or more spell points, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the number of spell points spent.
Available for: Dark Knight, Druid, Enchanter, Healer, Paladin, Wizard

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