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Desàmpa

6 Level (0/23000 XP for level-up) Bartender Background Tiefling Race / Species / Heritage Lawful Good Alignment
Commoner
Level 6
Hit Dice: 6/6
1d8+5 Class 1

STR
16
+3
DEX
15
+2
CON
20
+5
INT
14
+2
WIS
18
+4
CHA
14
+2
66
Hit Points
+5
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
17
Passive Perception
7 / 7
Grit Dice (d4s)
Spellcasting ...
+7 Attack mod
WIS Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+6 Strength
+2 Dexterity
+8 Constitution
+2 Intelligence
+4 Wisdom
+2 Charisma
saving throws
+2 Acrobatics DEX
+4 Animal Handling WIS
+2 Arcana INT
+6 Athletics STR
+2 Deception CHA
+2 History INT
+7 Insight WIS
+2 Intimidation CHA
+2 Investigation INT
skills
+4 Medicine WIS
+2 Nature INT
+7 Perception WIS
+2 Performance CHA
+5 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff +6 STR 1d6or1d8+3 Bludgeoning
 Melee weapon, versatile, common
Knife +7 WIS 1d6+4 Piercing
 (Reflavored dagger) melee weapon, finesse, light, thrown, common, old reliable
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
1 action (6s) 30 ft. 1 Minute V
 Notes:Racial spell.

Level 2 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Hellish Rebuke Reaction 60 ft Instantaneous 2d10 fire V,S 1
 Notes:Racial spell. Able to cast once per long rest without expending a spell slot.

Level 5 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Darkness 1 action (6s) 60 ft. 15 Minutes V, M
 Notes:Racial spell. Able to cast once per long rest without expending a spell slot.
Race

  • Darkvision: 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.
  • Hellish Resistance: You have resistance to fire damage.
  • Infernal Legacy: You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

  • Class

  • Grit: You have grown accustomed to a life of hardship. At 1st level you gain a pool of Grit Dice, which are d4s, to represent your determination in the face of adversity. Whenever you make an attack roll ability check, or saving throw, you can expend Grit Dice up to your Wisdom modifier (minimum of 1), roll them, and add the total result to your roll. You can expend Grit Dice after you roll but before you know if you succeed or fail. You have a total number of Grit Dice in this pool equal to 1 + your Commoner level You regain all of your expended at the end of a short or long rest.
  • Rough and Ready: You may not be the quickest on your feet, the strongest, or the most educated but the hardships you have lived through have made you especially hardy. Starting from 1st level you can use your Constitution, in place of Dexterity, when you calculate your Armor Class when you are wearing armor. Moreover, when you are wearing no armor, your Armor Class is equal to 10 + your Constitution modifier.
  • Trade: Also at 1st level you choose a Trade from the list below that best represents your livelihood and how you spend your days: Farmer, Innkeeper, Laborer, Old Timer, or Town Guard. The Trade you choose grants you features at 1st level and again when you reach 3rd and 10th level in this class.
  • Innkeeper: Innkeepers usually find themselves at the epicenter of their small villages. With a quick wit and a keen ear for gossip, an Innkeeper is adept at navigating the complex social structure of small towns and villages. Armed with their country charm and a few coins, these affable folk can befriend anyone.
  • Country Charm: When you need to convince a rough customer of something you can lace your speech with country wit to charm friend and foe alike. As an action, you can spend Grit Dice to mimic the effect of one of the spells on the table below. It specifies how many Grit Dice you must spend to mimic each spell: 1) friends, guidance, vicious mockery; 3) charm person, heroism, hideous laughter; 6) calm emotions, enthrall, suggestion; 8) catnap, enemies abound. Savings throws are 8 + Proficiency Bonus + Wisdom Modifier.
  • Rustic Hospitality: You have spent many years comforting guests with full pints and open ears. When you adopt this Trade you gain proficiency in Insight, brewer's supplies, and cook's utensils. Whenever you make an ability check with these proficiencies, you can treat a roll of 7 or lower on the d20 as an 8.
  • Story Teller: You have heard every story under the sun from your patrons, though you do have trouble remembering them all. Whenever you finish a long rest in a tavern or inn, you can replace one Tall Tale you know with another Tall Tale of your choice.
  • Tall Tales: Listed below are the Tall Tales available to a Commoner. Each time you gain a level in this class you can replace one of the Tall Tales you know with another Tall Tale of your choice, losing all the benefits and skills of the Tall Tale you replaced.
  • Tale of the Big Fish: A friend once told you the tale of their uncle who pulled a sea monster out of the ocean. You gain proficiency with fishing tackleandwatervehicles,andifyouhaveaccesstoabodyof water you can feed yourself and your companions for a day. Once a day, you can tell your fish story to willing listeners. Those listeners become friendly toward you, though their continued amicability on their part depends on your actions.
  • Tale of the Boisterous Bard: When you were a young child you loved the tale of a Bard who traveled from town to town singing songs of heroes. You gain proficiency in Performance and one musical instrument. When you travel to a new town you can always find a place to shelter you so long as you perform there each night.
  • Tale of the Crooked Con Artist: You know the story of the con man who pulled the wool over theeyesofyourvillage.YougainproficiencyinDeceptionand with disguise kits, and you make Wisdom (Deception) checks in place of the normal Charisma (Deception) checks. Also, over a long rest, you can create a second identity that includes a disguise that allows you to assume that persona.
  • Tale of the Fearless Farmer: Your parents have passed down the story of a farmer from your village who many years ago stood up to a great tyrant. You gain proficiency with a martial melee weapon of your choice that lacks the heavy, finesse, special, or two-handed properties. Also, when you tell this tale, common folk will offer you food and shelter, though they won't risk their lives for you.
  • Tale of the Menacing MercenaryCompany: Your friends always told the V story of a savage company of mercenaries who roam the land. You gain proficiency in shields and a gaming set of your choice. You have also learned enough to pose as one of its members and gain any of the benefits offered to members.
  • Tale of the Harrowing Haunt: The old crone in your town told you tales of the ghastly and grim monsters that used to haunt the village graveyard You gain proficiency in Religion and Intimidation, and you can use this Tale to make Wisdom (Intimidation) checks. Also, whenever you make an Intelligence check to recall information about evil or undead creatures, or necromancy magic, you can add your Wisdom modifier to your roll.
  • Tale ofthe Midnight Thief: Your cousin's neighbor once told you the tale of the world's greatest thief. Whenever you enter a new settlement, you are able to identify a den of criminal activity or thieves' guild. Also, you gain proficiency with thieves' tools and gain the ability to identify, read and communicate in Thieves' Cant.
  • Tale ofthe Unfortunate Orphan: Your parents always scared you with the tale of a child left to live alone on the streets of a big city. You have acquired a pet mouse like the child in the story. Your mouse is trained to obey simple commands and carry out simple tasks. You also have advantage on ability checks made to find hidden routes, passages, and hideouts in towns and cities.
  • Tale of the Wandering Woodsman: Your grandmother told you stories of the woodsmen that protect your town from monsters. You gain proficiency with shortbows and in your choice of Perception or Survival. Also, provided the land is not barren, you can hunt for enough wild game to feed up to five creatures.
  • Other Tall Tales: The Tall Tales listed here are based on Backgrounds. To create custom Tall Tales, select one proficiency, one Background feature, and write an outlandish story to explain it all!
  • Full Belly Bravery (AT LEVEL 10): You can inspire heroism with nothing more than food drink, and a story. You, and any creature that completes a short or long rest with you, gains temporary hit points equal to your Commoner level + your Wisdom modifier (minimum of 1). While a creature has these temporary hit points it cannot be charmed or frightened and it gains a bonus to its saving throws equal to your Wisdom modifier (minimum of +1). Finally, the Grit Die cost of your Country Charm spell effects are reduced by 1 (to a minimum cost of 0 Grit Dice).
  • Old Reliable: You may not be able to conjure wondrous spells or wield the deadly weapons of war, but you know the tools of your Trade like the back of your hand. At 2nd level, you choose one tool or weapon proficiency you gained through your Trade. That tool or weapon becomes your Old Reliable, and you can use your intuitive understanding of it to wield it as a weapon. If you choose a tool proficiency, you can wield tools from that set as improvised weapons that deals 1d6 bludgeoning, piercing, or slashing damage on hit. If you choose a weapon, its damage die becomes 1d6 if it was not already larger. While wielding Old Reliable, you can use your Wisdom, in place of your Strength, for its attack and damage rolls.
  • Tall Tales: As one of the common folk, you have heard many legends and stories throughout your life that contain small bits of wisdom. Should you somehow reach 2nd level, you learn two Tall Tales of your choice from the list at the end of this class description. The Tall Tales column of the Commoner table shows when you are able to learn more Tall Tales of your choice. When you gain a Commoner level, you can replace one Tall Tale you know with another Tall Tale of your choice.
  • Gumption: You are finally starting to get the hang of adventuring life and can apply your Grit in combat. Starting at 5th level, when you hit with an Old Reliable attack, you can expend Grit Dice, roll them, and add the result to your damage roll. Your harsh life has also thickened your skin. Whenever you take damage, you can use your reaction to expend a Grit Die and reduce the incoming damage by an amount equal to your Grit Die roll + your Constitution modifier (minimum of +1).
  • Weather the Storm: You may not be able to dodge or deflect incoming blows very well but you can take a hit better than most. Beginning at 6th level, when you are subjected to a spell or another effect that allows you to make a Constitution or Wisdom saving throw to take only half damage, you take no damage if you succeed on your saving throw, and only half damage on a failure.
  • Know-How (AT LEVEL 7): You can offer your simple wisdom to others. Beginning at 7th level, when a creature that can hear you within 30 feet makes an ability check or saving throw, you can use your reaction to add your Wisdom modifier (minimum of +1) to its roll. You can use this reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all of your expended uses when you finish a long rest.
  • True Grit (AT LEVEL 9): Your experience adventuring has toughened your resolve and ability to withstand any hardship you may face. Beginning at 9th level, when you begin your turn with no Grit Dice left in your poof you instantly regain one expended Grit Die.
  • Common No More (AT LEVEL 11): You have achieved the utmost pinnacle of what a Commoner can be. Upon reaching 11th level, your Grit Dice become d6s. You also take one level in another class of your choice, ignoring the normal multiclassing requirements for it. If the class grants you the Spellcasting feature, you can use your Wisdom in place of the normal spellcasting modifier. Your 11th level in Commoner doesn't count against your total character level. For example, if you played to 20th level you could have 11 Commoner levels and 10 Bard levels.

  • Backgrounds

  • Alert (2024 Rules): Add your Proficiency Bonus when you roll Initiative. You can also swap your Initiative with a willing ally.
  • Crafter (2024 Rules): Gain proficiency with three different Artisan’s Tools, plus get 20% off all nonmagical items. You can also craft an item from the Fast Crafting Table (using the new DnD 5e crafting rules), which lasts until you finish a Long Rest.
  • Tools chosen: painter's supplies, herbalism kit and leatherworker's tools.

  • Tools

  • Brewers Supplies: These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Brewing is the art of producing beer. Not only does beer serve as an alcoholic beverage, but the process of brewing purifies water. Crafting beer takes weeks of fermentation, but only a few hours of work.
  • History: Proficiency with brewer's supplies gives you additional insight on Intelligence (History) checks concerning events that involve alcohol as a significant element.
  • Medicine: This tool proficiency grants additional insight when you treat anyone suffering from alcohol poisoning or when you can use alcohol to dull pain.
  • Persuasion: A stiff drink can help soften the hardest heart. Your proficiency with brewer's supplies can help you ply someone with drink, giving them just enough alcohol to mellow their mood.
  • Potable Water: Your knowledge of brewing enables you to purify water that would otherwise be undrinkable. As part of a long rest, you can purify up to 6 gallons of water, or 1 gallon as part of a short rest.
  • Ability to perform special DCs:
  • DC 10: Detect poison or impurities in a drink
  • DC 15: Identify alcohol
  • DC 20: Ignore effects of alcohol
  • Cobbler's Tools: Although the cobbler’s trade might seem too humble for an adventurer, a good pair of boots will see a character across rugged wilderness and through deadly dungeons.
  • Arcana, History: Your knowledge of shoes aids you in identifying the magical properties of enchanted boots or the history of such items.
  • Investigation: Footwear holds a surprising number of secrets. You can learn where someone has recently visited by examining the wear and the dirt that has accumulated on their shoes. Your experience in repairing shoes makes it easier for you to identify where damage might come from.
  • Maintain Shoes: As part of a long rest, you can repair your companions’ shoes. For the next 24 hours, up to six creatures of your choice who wear shoes you worked on can travel up to 10 hours a day without making saving throws to avoid exhaustion.
  • Craft Hidden Compartment: With 8 hours of work, you can add a hidden compartment to a pair of shoes. The compartment can hold an object up to 3 inches long and 1 inch wide and deep. You make an Intelligence check using your tool proficiency to determine the Intelligence (Investigation) check DC needed to find the compartment.
  • Ability to perform special DCs:
  • DC 10: Determine a shoe’s age and origin
  • DC 15: Find a hidden compartment in a boot heel
  • Cook's Utensils: Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.
  • History: Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture’s eating habits.
  • Medicine: When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.
  • Survival: When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.
  • Prepare Meals: As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook’s utensils and sufficient food.
  • Ability to Perform Special DCs:
  • DC 10: Create a typical meal
  • DC 10: Duplicate a meal
  • DC 15: Spot poison or impurities in food
  • DC 15: Create a gourmet meal
  • Gaming Set: Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.
  • History: Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.
  • Insight: Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.
  • Sleight of Hand: Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt.
  • Ability to Perform Special DCs:
  • DC 15: Catch a player cheating
  • DC 15: Gain insight into an opponent’s personality
  • Hearbalism Kit: Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.
  • Arcana: Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
  • Investigation: When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
  • Medicine: Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
  • Nature and Survival: When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
  • Identify Plants. You can identify most plants with a quick inspection of their appearance and smell.
  • Ability to Perform Special DCs:
  • DC 15: Find Plants
  • DC 20: Identify A Poison
  • Leatherworker's Tools: Knowledge of leatherworking extends to lore concerning animal hides and their properties. It also confers knowledge of leather armor and similar goods.
  • Arcana: Your expertise in working with leather grants you added insight when you inspect magic items crafted from leather, such as boots and some cloaks.
  • Investigation: You gain added insight when studying leather items or clues related to them, as you draw on your knowledge of leather to pick out details that others would overlook.
  • Identify Hides: When looking at a hide or a leather item, you can determine the source of the leather and any special techniques used to treat it. For example, you can spot the difference between leather crafted using dwarven methods and leather crafted using half­ling methods.
  • Ability to Perform Special DCs:
  • DC 10: Modify a leather item’s appearance
  • DC 20: Determine a leather item’s history
  • Painter's Supplies: Proficiency with painter’s supplies represents your ability to paint and draw. You also acquire an understanding of art history, which can aid you in examining works of art.
  • Arcana, History, Religion: Your expertise aids you in uncovering lore of any sort that is attached to a work of art, such as the magical properties of a painting or the origins of a strange mural found in a dungeon.
  • Investigation, Perception: When you inspect a painting or a similar work of visual art, your knowledge of the practices behind creating it can grant you additional insight.
  • Painting and Drawing: As part of a short or long rest, you can produce a simple work of art. Although your work might lack precision, you can capture an image or a scene, or make a quick copy of a piece of art you saw.
  • Ability to Perform Special DCs:
  • DC 10: Paint an accurate portrait
  • DC 20: Create a painting with a hidden message

  • Features & Traits
    - 1x Quarterstaff
  • 1x Brewers Supplies
  • 1x large glass jug
  • a quantity of hops
  • 1x siphon
  • Several feet of tubing.
  • 1x Cook's Tools
  • 1x metal pot
  • Several knives and forks
  • 1x stirring spoon
  • 1x ladle
  • 1x Cobbler's Tools
  • 1x hammer
  • 1x awl
  • 1x knife
  • 1x shoe stand
  • 1x cutter
  • Spare leather
  • Some thread
  • 1x Gaming Set:
  • Dice
  • Cups
  • 1x Herbalism Kit:
  • Several pouches to store herbs
  • 1x set of clippers
  • 1x pair of leather gloves for collecting plants
  • 1x mortar and pestle
  • Several glass jars
  • 1x Leatherworker's Tools
  • 1x knife
  • 1x small mallet
  • 1x edger
  • 1x hole punch
  • Some thread
  • Some leather scraps

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Desàmpa is unable to cast normal spells but does have a limited number of abilities she can cast from her racial background and her lifestyle background.
    Spellcasting
    Languages

  • Common: reading, writing and speaking native fluency
  • Orc: full professional proficiency in speaking; working proficiency in writing and reading
  • Elvish: working proficiency in speaking, reading and writing.

  • Proficiencies

  • Armor: light armor
  • Weapons: clubs, quarterstafs, slings and improvised weapons (usually pitchforks and torches.)
  • Tools: brewer's supplies, cook's tools, cobbler's tools, cook's utensils, dice sets, herbalism kit, leatherworker's tools and painter's supplies.

  • Languages & Proficiencies
    Skills

  • Base Skills:
  • Roll 4d6, drop 1: 18, 16, 16, 14, 14, 13
  • STR: 16
  • DEX: 13
  • CON: 18
  • INT: 14
  • WIS: 16
  • CHA: 14
  • Background Increase (+2, +1)
  • CON: +2 (20)
  • DEX: +1 (14)
  • Level 4 Stat Increase (+2, +1)
  • WIS: +2 (18)
  • DEX: +1 (15)

  • Notes


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

    The statblocks of your Weapons, armor and other important/magical equipment

    DnD 5e SRD SRD

    Quarterstaff

    Melee Weapon Versatile Common

    Type Damage Damage Range Properties
    Simple 1d6 / 1d8 Bludgeoning Versatile

    Cost: 2 sp Weight: 4 lb


     

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Level 2 Spells

    Basic Rules , pg. 250

    Hellish Rebuke

    1-level Evocation

    Casting Time 1 Reaction
    Range 60 ft
    Duration Instantaneous
    Components V, S

    Damage Type: Fire   Saving Throws: Dexterity   Description: You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

    At higher levels:
    When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

    Class(es): Warlock, Sorcerer

    Level 5 Spells

    Basic Rules , pg. 230

    Darkness

    2-level Evocation

    Casting Time 1 action
    Range 60 ft
    Duration 15 minutes
    Components V, M
    Materials Bat fur and a drop of pitch or coal.

    Damage Type: Control   Saving Throws: None   Description: Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.   If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

    Class(es): Sorcerer, Warlock, Wizard

    Statblocks for your Trinkets, businesses, building, castles, empires.


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    VodosTheBrave.

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