Remove these ads. Join the Worldbuilders Guild

Dracula

7 Level (0/34000 XP for level-up) Criminal (Spy) Background Dhampir Race / Species / Heritage N/C Alignment
Bard
Level 7
Hit Dice: 7/7
1d8+3 Class 1

STR
13
+1
DEX
16
+3
CON
16
+3
INT
14
+2
WIS
14
+2
CHA
20
+5
59
Hit Points
+3
Initiative (DEX)
10
Armor Class (AC)
+3
Prof. Bonus
35ft/35ft climb
Speed (walk/run/fly)
15
Passive Perception
5 /
Bardic Inspo
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Jack of all Trades
+1 Strength
+6 Dexterity
+3 Constitution
+2 Intelligence
+2 Wisdom
+8 Charisma
saving throws
+6 Acrobatics DEX
+3 Animal Handling WIS
+3 Arcana INT
+2 Athletics STR
+11 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
+6 Persuasion CHA
+3 Religion INT
+9 Sleight of Hand DEX
+6 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.

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 discern colors in that darkness as shades of gray.

Deathless Nature. You don't need to breathe.

Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Vampiric Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.

When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice:

You regain hit points equal to the piercing damage dealt by the bite.
You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite
You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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 (d6)

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.

Level 3: Bonus Proficiencies

When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.

If you're proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.

Two-Weapon Fighting:

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack

Blade Flourish

At 3rd level, you learn to perform impressive displays of martial prowess and speed.

Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.

Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.

Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.

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.

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).

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Gunner
TCE
p80
You have a quick hand and keen eye when employing firearms, granting you the following benefits:

Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency with firearms (see "Firearms" in the Dungeon Master's Guide).
You ignore the loading property of firearms.
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

Mockery Master

Whenever you cast vicious mockery, you can expend a brutal insult. On a failed save, the tartget is inflicted with one of the following:

Profane Vulgarity: You deal an extra 1d6 damage
Disturbing Threat: You frighten the target on the failed save
Reckless Boast: Until the end of your turn they gain disadvantage on every target other than you
Brutal Honesty: You gain advantage on persausion checks against the target

Features & Traits
Dagger
Diplomats Pack
Drum
Leather Armor
+2 Handgun
Cloak of Protection
Gloves of Theivery
50 bullets

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Saving Throw Proficiencies: Dexterity, Charisma
Skill Proficiencies:
Weapon Proficiencies: Simple weapons, hand crossbows, longswords, rapiers, and shortswords
Tool Proficiencies: Harmonica, Banjo, Theives tool's, and Drums
Armor Training: Light armor

Languages & Proficiencies


™ & © 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

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

Sidebar Tables


Sidebar TimeScore
Awesomeness10
Useability10
Aesthetics10

Level 1 Spells

Sidebar Tables


Sidebar TimeScore
Awesomeness10
Useability10
Aesthetics10

Level 2 Spells

How long can you make a table?

Up to 13-14 to not go into the sidebar, and 20 to not go off the page (on my monitor at least)


Iwonderhowlongicanmakethistablebeforeitlookslikeabsolutepoopactuallyquitelongthatscooliwillusethiseverywhere
12345678910111213141516171819202122232425

Level 3 Spells

How long can you make a table?

Up to 13-14 to not go into the sidebar, and 20 to not go off the page (on my monitor at least)


Iwonderhowlongicanmakethistablebeforeitlookslikeabsolutepoopactuallyquitelongthatscooliwillusethiseverywhere
12345678910111213141516171819202122232425

Level 4 Spells

Characters

This is the description for the table. You can put BBCode in here and also within the table data (see example further down the page)


NameBobBettyBillBerthaBenBrenda
Level425613
Flight Skill182335572721
WeaponLaser PistolSelf DefenseLaser PistolTaser KnucklesPocket KnifePoisoned Chocolate Brownies

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


Created by

DisowendCrayon.

Statblock Type

Character Sheet (latest)

Link/Embed