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Valdas Grifa

9 Level (0/64000 XP for level-up) soldier Background part sea-elf, part-human Race / Species / Heritage Alignment
Fighter
Level 3
Hit Dice: 3/3
1d10+0 Class 1
Bard
Level 6
Hit Dice: 6/6
1d8+0 Class 2

STR
17
+3
DEX
14
+2
CON
11
+0
INT
12
+1
WIS
12
+1
CHA
18
+4
52
Hit Points
+2
Initiative (DEX)
16
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
3 / 3
superiority dice (d8)
1 / 1
superiority dice (d6)
15 /
Maneuver Save DC
Spellcasting ...
+8 Attack mod
CHA Ability
+4 Abi Mod
16 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+2 Jack of all Trades
+7 Strength
+6 Dexterity
+4 Constitution
+1 Intelligence
+1 Wisdom
+8 Charisma
saving throws
+6 Acrobatics DEX
+3 Animal Handling WIS
+3 Arcana INT
+11 Athletics STR
+6 Deception CHA
+3 History INT
+3 Insight WIS
+8 Intimidation CHA
+3 Investigation INT
skills
+3 Medicine WIS
+3 Nature INT
+5 Perception WIS
+8 Performance CHA
+8 Persuasion CHA
+3 Religion INT
+4 Sleight of Hand DEX
+10 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Greatsword +7 STR 2d6+3 slashing
 two-handed
Longsword +7 STR d8+3 slashing
 versatile (d10)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Hypnic Jerk +8 1 action 60ft Instantaneous 2d6 S
 Notes:Wis saving throw or take 2d6 force damage. Lose the saving throw by 5 or more and drop one object
True Strike +8 1 action Self Instantaneous 1d6 SM
 Notes:use spellcasting ability for attack; if successful, do add'l 1d6 radiant or regular damage
Blade Ward +8 1 action Self 1 round VS
 Notes:gives resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +8 1 action Touch Instantaneous 1d8+4 VS
 Notes:A creature you touch regains a number of hit points equal to 1d8+ your spellcasting ability modifier
Dissonant Whispers +8 1 action 60ft Instantaneous 3d6
 Notes:succeed on a Wis saving throw, or take full damage and move as far away as possible. If successful, take half damage & stay.
Sneer +8 1 bonus action 30ft Instantaneous 2d4+4 S
 Notes:succeed on a Charisma saving throw or take psychic damage equal to 2d4 + spellcasting mod
Ill-Fated Word +8 1 reaction 30ft Instantaneous d4 V
 Notes:Roll a d4 and subtract the number rolled from an opponent's attack roll, ability check, or saving throw

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +8 1 action Touch Instantaneous 1d8+4 + VS
 Notes:A creature you touch regains a number of hit points equal to 1d8+ your spellcasting ability modifier
Dissonant Whispers +8 1 action 60ft Instantaneous 3d6 +
 Notes:succeed on a Wis saving throw, or take full damage and move as far away as possible. If successful, take half damage & stay.
Invisibility +8 1 action touch concentration, up to 1 hour VSM
 Notes:At higher levels, add one person to level above 2nd
Wicked Tongue +8 1 action touch concentration, up to 1 hour 1d4 VS
 Notes:Choose force, psychic, necrotic, or radiant; weapon becomes magical and does d4 of that damage type
Spite +8 1 action self 1 hour 3d6 S
 Notes:taking 1 piercing damage to make ward; next time an attack on you succeeds, the attacker takes 3d6 psychic damage

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +8 1 action Touch Instantaneous 1d8+4 + VS
 Notes:A creature you touch regains a number of hit points equal to 1d8+ your spellcasting ability modifier
Dissonant Whispers +8 1 action 60ft Instantaneous 3d6 +
 Notes:succeed on a Wis saving throw, or take full damage and move as far away as possible. If successful, take half damage & stay.
Spite +8 1 action self 1 hour 3d6 + S
 Notes:taking 1 piercing damage to make ward; next time an attack on you succeeds, the attacker takes 3d6 psychic damage
Antagonize +8 1 action 30ft Instantaneous 4d4
 Notes:succeed on a Wis saving throw, or take 4d4 psychic damage (half if succeed) and use reaction to attack a creature of your choice. If no reaction, next attack has disadvantage.
Shared Frenzy +8 1 action 30ft concentration, up to 1 minute VS
 Notes:resistance to bludgeoning, piercing, and slashing damage and advantage on attack rolls; attack rolls made against an affected creature have advantage

part-sea-elf features


Trance. Like elves, Maveren don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.


Fey Ancestry. Maveren have advantage on saving throws against being charmed, and magic can’t put you to sleep.


Fighter features


Fighting Style: Superior Technique (see Maneuvers)

Second Wind (once per short or long rest)

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.


Action Surge (once per short or long rest)

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.


Battle Master features


Maneuvers

Ambush. When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.


Brace. When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.


Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.


Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.


Bard features


Bardic Inspiration (d8, Cha mod (4) per long or short rest)

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.


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.


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 at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.


Countercharm

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).


College of Cats features


Inspired Pounce

Also at 3rd level, you learn to stalk unsuspecting foes engaged in combat with your allies. When an ally you can see uses one of your Bardic Inspiration dice on a weapon attack roll against a creature, you can use your reaction to move up to half your speed and make one melee weapon attack against that creature. You gain a bonus on your attack roll equal to the result of the spent Bardic Inspiration die.


When you reach 6th level in this class, you gain a climbing speed equal to your walking speed, and when you use Inspired Pounce, you can move up to your speed as part of the reaction.


My Claws Are Sharp

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. In addition, when you use two-weapon fighting to make an attack as a bonus action, you can give a Bardic Inspiration die to a friendly creature within 60 feet of you as part of that same bonus action.



Features & Traits

Magic items


3 Common Minor

  • Horn of Silent Alarm

  • Rope of Mending

  • Freerunner's Armor (light)

2 Uncommon Major

  • Javelin of Lightning

  • Periapt of Wound Closure

2 Uncommon Minor

  • Cap of water breathing

  • Mithral scale armor

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
knows 3 cantrips, 9 spells
Spellcasting

Languages: Common, Elvish, Aquan

Armor: All armor, shields

Weapons: Simple weapons, martial weapons

Tools: flute, bladder fiddle, drums, thieves' tools, navigator's tools


Senses: Darkvision 60ft., Passive Perception 11


Languages & Proficiencies


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

Level 0 Spells

Tome of Heroes

Hypnic Jerk

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 60ft
Components: S
Duration: Instantaneous
Attack/Save: Wis saving throw
Damage/Effect: force

Strange things happen in the mind and body in that moment between waking and sleeping. One of the most common is being startled awake by a sudden feeling of falling. With a snap of your fingers, you trigger that sensation in a creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 force damage. If the target fails the saving throw by 5 or more, it drops one object it is holding. A dropped object lands in the creature’s space.

At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

One D&D UA

True Strike

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Self
Components: S, M
Materials: proficient weapon
Duration: Instantaneous
Damage/Effect: radiant or weapon's normal damage type
Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice).
At higher levels: Cantrip Upgrade. Whether you choose to deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
Available for: Arcane Magic (Bard, Sorcerer, Wizard, Warlock)

Blade Ward

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 Round
Attack/Save: None
Damage/Effect: Combat
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

Player's Handbook (Woc)

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
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 2nd level or higher, the healing increases by 1d8 for each level above 1st.
Available for: Bard, Druid, Cleric, Paladin, Ranger

Dissonant Whispers

1-level Enchantment

Casting Time: 1 Action
Range/Area: 60 ft
Components: V
Duration: Instantaneous
Attack/Save: Wisdom Saving Throw
Damage/Effect: Psychic Damage
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The Creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
At higher levels: When you cast this spell 2nd level or higher, the damage increases by 1d6 for each level above 1st.
Available for: Bard

Tome of Heroes

Sneer

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 30ft
Components: S
Duration: Instantaneous
Attack/Save: Cha saving throw
Damage/Effect: psychic

You curl your lip in disgust at a creature you can see within range. The target must succeed on a Charisma saving throw or take psychic damage equal to 2d4 + your spellcasting ability modifier.

Tome of Heroes

Ill-Fated Word

1-level Divination

Casting Time: 1 reaction, which you take when an enemy makes an attack roll, ability check, or saving throw
Range/Area: 30ft
Components: V
Duration: Instantaneous

You call out a distracting epithet to a creature, worsening its chance to succeed at whatever it’s doing. Roll a d4 and subtract the number rolled from an attack roll, ability check, or saving throw that the target has just made; the target uses the lowered result to determine the outcome of its roll.

Level 2 Spells

SRD

Invisibility

2-level Illusion

Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: an eyelash encased in gum arabic
Duration: 1 hour
Attack/Save: None
Damage/Effect: Invisible
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: 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.

Tome of Heroes

Wicked Tongue

2-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V,S
Duration: concentration, up to 1 hour

You touch a nonmagical weapon and imbue it with the power of the Fey Queen's scorn. Choose one of the following damage types: force, psychic, necrotic, or radiant. Until the spell ends, the weapon becomes a magic weapon and deals an extra 1d4 damage of the chosen type to any target it hits.

 

This is a slight reskin of the spell Fey-Touched Blade from Tome of Heroes.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can imbue one additional weapon for each slot level above 2nd.

Tome of Heroes

Spite

2-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: S
Duration: 1 hour

You prick your finger and anoint your forehead with your own blood, taking 1 piercing damage and warding yourself against hostile attacks. The first time a creature hits you with an attack during this spell’s duration, it takes 3d6 psychic damage. Then the spell ends.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Level 3 Spells

Based on Unearthed Arcana 85 - Wonders of the Multiverse

Antagonize

3-level Enchantment

Casting Time: 1 action
Range/Area: 6 m
Components: Verbal, Somatic
Duration: Instantaneous
Attack/Save: Wisdom saving throw
Damage/Effect: psychic
You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, it takes 4d4 psychic damage and must immediately use its reaction, if available, to make a melee attack against another creature of your choice that you can see. If no other creature is within range, the target has disadvantage on the next attack roll it makes before the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Available for: Netrunner

Tome of Heroes

Shared Frenzy

3-level Enchantment

Casting Time: 1 action
Range/Area: 30ft
Components: V,S
Duration: concentration, up to 1 minute
Attack/Save: Cha saving throw

You yell defiantly as part of casting this spell to encourage a battle fury among your allies. Each friendly creature in 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, it has resistance to bludgeoning, piercing, and slashing damage and has advantage on attack rolls for the duration. However, attack rolls made against an affected creature have advantage.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, this spell no longer causes creatures to have advantage against the spell’s targets.

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