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Razz Heatherthorn

Bard (College of Swords) 3 Class & Level
Sage Feature: Researcher When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. Background
Tiefling (Purple) Race
Chaotic Neutral Alignment

Strength 5
-3
Dexterity 14
+2
constitution 10
+0
intelligence 14
+2
wisdom 9
-1
charisma 19
+4
Total Hit Dice 3
Hit Die
1d8+0
+2 proficiency bonus
+0 Strength
+4 Dexterity
+0 Constitution
+2 Intelligence
+0 Wisdom
+6 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+4 Arcana
+0 Athletics
+5 Deception
+4 History
+1 Insight
+5 Intimidation
+3 Investigation
+0 Medicine
+3 Nature
+1 Perception
+5 Performance
+6 Persuasion
+3 Religion
+3 Sleight of Hands
+3 Stealth
+0 Survival
skills ARMOR Light Armor   WEAPONS Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons   TOOLS Horn, Lyre, Viol   LANGUAGES Common, Giant, Infernal, Undercommon proficiencies

 
16
Armor Class
18
Hit Points
+3
Initiative
30
Speed
Attacks
ARMOR
Light Armor

WEAPONS
Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons

TOOLS
Horn, Lyre, Viol

LANGUAGES
Common, Giant, Infernal, Undercommon
Proficiences
CANTRIPS
Thaumaturgy Infernal Legacy
1A 30ft. --

Thunderclap
1A 5ft. CON 14 1d6

Vicious Mockery 1A 60ft. WIS 14 1d4

SPELLS
Earth Tremor Bard 1A 10ft.
DEX 14 1d6*

Healing Word Bard 1BA 60ft. -- 1d4+4
Hideous Laughter Bard 1A 30ft. WIS 14 Prone*

Illusory Script Bard 1m Touch -- Communication

Thunderwave Bard 1A Self CON 14
Spellcasting
Backpack
GearAdventuring Gear
5lb.
1
2
--
--
Bedroll
GearAdventuring Gear
7lb.
1
1
--
Breastplate
Medium ArmorBreastplate
20lb.
--
400
--
Candle
GearAdventuring Gear
--
5
0.01
--
--
Clothes, Common
GearAdventuring Gear
3lb.
1
0.5
--
Clothes, Costume
GearAdventuring Gear
8lb.
2
10
Crossbow, Light
Crossbow, Light
5lb.
--
25
Dagger
Dagger
1lb.
--
2
--
Disguise Kit
GearTool
3lb.
1
25
--
--
Fishing Tackle
GearAdventuring Gear
4lb.
1
1
--
--
Flute
GearTool
1lb.
1
2
--
--
Ink (1 ounce bottle)
GearAdventuring Gear
--
2
20
--
Leather
Light ArmorLeather
10lb.
--
10
--
Paper (one sheet)
GearAdventuring Gear
--
2
0.4
--
Rapier
Rapier
2lb.
--
25
--
Rations (1 day)
GearAdventuring Gear
10lb.
5
2.5
--
--
Rope, Hempen (50 feet)
GearAdventuring Gear
10lb.
1
1
--
--
Signal Whistle
GearAdventuring Gear
--
1
0.01
--
--
Small Knife
GearAdventuring Gear
--
1
--
--
--
Waterskin
GearAdventuring Gear
5lb.
1
0.2
Equipment
Happy
Personality Traits

Heroes Enabled

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

SRD

Hawk

Tiny beast, unaligned
Armor Class 13
Hit Points 1 1d4-1
Speed 10ft Fly: 60ft

STR
5 -3
DEX
16 +3
CON
8 -1
INT
2 -4
WIS
14 +2
CHA
6 -2

Skills Perception +4
Senses passive Perception 14
Challenge 0 (10 XP)


Actions

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.


 

Statblocks for race/species of the character.

Tiefling

Ability Score Increase +2 Cons/Int & +2 Charisma
Size Medium
Speed 30ft

Age: Tieflings mature at the same rate as humans but live a few years longer   Alignment: Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent Nature inclines many tieflings toward a chaotic Alignment.   Darkvision: Thanks to your Infernal heritage, 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.   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

Languages. Can speak, read, and write Common and Infernal

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SRD

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 30ft
Duration Up to a minute
Components V

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.  

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Class(es): Cleric

Xanathar's Guide to Everything

Thunderclap

0-level (Cantrip) Evocation

Casting Time 1 action
Range 5 feet
Duration Instantaneous
Components S

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Class(es): Bard, Druid, Sorcerer, Warlock, Wizard

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time 1 action
Range 60ft
Duration Instantaneous
Components V

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.
At higher levels: This spell's damage increases by 1d4 when you reach 5th level ( 2d4 ), 11th level ( 3d4 ), and 17th level ( 4d4 ).

Class(es): Bard

Level 1 Spells

SRD

Thunderwave

1-level Evocation

Casting Time 1 action
Range Self (15ft cube)
Duration Instantaneous
Components V, S

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.  
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
2nd level: 3d8 thunder damage
3rd level: 4d8 thunder damage
4th level: 5d8 thunder damage
5th level: 6d8 thunder damage
6th level: 7d8 thunder damage
7th level: 8d8 thunder damage
8th level: 9d8 thunder damage
9th level: 10d8 thunder damage

Class(es): Bard, Druid, Sorcerer, Wizard

Xanathar's Guide to Everything

Earth Tremor

1-level Evocation

Casting Time 1 action
Range 10 feet
Duration Instantaneous
Components V, S

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 spell slot above 1st.

Class(es): Bard, Druid, Sorcerer, Wizard

PHB, page 250 SRD

Healing Word

1-level Evocation

Casting Time 1 bonus action
Range 60ft
Duration Instantaneous
Components V

A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.

Class(es): Bard, Cleric, Druid

PHB, page 280; SRD 5.1, page 151 SRD

Hideous Laughter

1-level Enchantment

Casting Time 1 action
Range 30ft
Duration Concentration, 1 minute
Components V, S, M
Materials tiny tarts and a feather that waved in the air

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

Class(es): Bard, Wizard

PHB, page 252 SRD

Illusory Script

1-level Illusion (ritual)

Casting Time 1 minute
Range Touch
Duration 10 days
Components S, M
Materials A lead-based ink worth at least 10 gp, which the spell consumes

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.

Class(es): Bard, Warlock, Wizard

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


Created by

Eddie1234.

Statblock Type

Character Sheet (Legacy)

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