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Fungo Scroomston

1 Level (0/300 XP for level-up) Entertainer Background 3 (Forest Gnome)s stacked on top of eachother Race / Species / Heritage True Neutral Alignment
Bard
Level 1
Hit Dice: 1/1
1d8+0 Class 1

STR
8
-1
DEX
17
+3
CON
10
+0
INT
18
+4
WIS
16
+3
CHA
17
+3
18
Hit Points
+3
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
25
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
-1 Strength
+5 Dexterity
+0 Constitution
+4 Intelligence
+3 Wisdom
+5 Charisma
saving throws
+5 Acrobatics DEX
+3 Animal Handling WIS
+4 Arcana INT
-1 Athletics STR
+3 Deception CHA
+4 History INT
+3 Insight WIS
+3 Intimidation CHA
+4 Investigation INT
skills
+3 Medicine WIS
+4 Nature INT
+3 Perception WIS
+5 Performance CHA
+3 Persuasion CHA
+4 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Minor Illusion 1 action 30 ft 1 minute SM
 Notes: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.
Vicious Mockery 1 action 60 ft Instantaneous V
 Notes: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.
Friends 1 action Self Concentration, up to 1 minute SM
 Notes: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 DM's discretion), depending on the nature of your interaction with it.

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Identify 1 minute Touch Instantaneous VSM
 Notes:You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Illusory Script 1 minute Touch 10 days SM
 Notes:You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. 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.
Speak with Small Beasts. Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.

Features & Traits
Lute
Costume
Kazoo

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Common
Gnomish
Light armour
Simple weapons, hand crossbows, longswords, rapiers, shortswords
Instruments: Lute, Accordion, Harp

Languages & Proficiencies
Routines: Singer, Dancer, Poet
I'm a hopeless romantic, always searching for that "special someone."

Personality Traits
Beauty. When I perform, I make the world better than it was. (Good)

Ideals
I idolize a hero of the old tales and measure my deeds against that person's.

Bonds
I'll do anything to win fame and renown.

Flaws


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