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Brasani Autribun

Bard 2 Class & Level
Background
Half-e/f Race
LN Alignment

Strength 10
+0
Dexterity 10
+0
constitution 13
+1
intelligence 15
+2
wisdom 12
+1
charisma 16
+3
Total Hit Dice
Hit Die
1d+1
+0 proficiency bonus
+0 Strength
+2 Dexterity
+1 Constitution
+2 Intelligence
+1 Wisdom
+5 Charisma
saving throws
+0 Acrobatics
+1 Animal Handling
+2 Arcana
+0 Athletics
+3 Deception
+2 History
+1 Insight
+3 Intimidation
+2 Investigation
+1 Medicine
+2 Nature
+1 Perception
+3 Performance
+3 Persuasion
+2 Religion
+0 Sleight of Hands
+0 Stealth
+1 Survival
skills

 
11
Armor Class
16
Hit Points
+0
Initiative

Speed
Attacks

Heroes Enabled

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Level 0 Spells

Dancing Dragon

Lv3 FireLacer with Eastern Shaolin as Elemental Art

Eastern Shaolin fire lacers study the forms of mighty dragons. Beginning when you choose this style at 3rd level, you learn a new ability called the Dancing Dragon. The Dancing Dragon is composed of three kinds of stances. You can enter a stance as a bonus action on your turn, which lasts until the beginning of your next turn. You cannot enter the same stance on consecutive turns. Each stance empowers you in different ways.   Low Stance: In low stance, you have advantage on attack rolls against targets which are prone. High Stance: In high stance, you make Dexterity saving throws with advantage. Power Stance: In power stance, any time you attempt to shove or push a target, you make your check with advantage.

Dancing Dragon

Lv3 FireLacer with Eastern Shaolin as Elemental Art

Eastern Shaolin fire lacers study the forms of mighty dragons. Beginning when you choose this style at 3rd level, you learn a new ability called the Dancing Dragon. The Dancing Dragon is composed of three kinds of stances. You can enter a stance as a bonus action on your turn, which lasts until the beginning of your next turn. You cannot enter the same stance on consecutive turns. Each stance empowers you in different ways.   Low Stance: In low stance, you have advantage on attack rolls against targets which are prone. High Stance: In high stance, you make Dexterity saving throws with advantage. Power Stance: In power stance, any time you attempt to shove or push a target, you make your check with advantage.

Level 1 Spells

Longstrider

1-level Transmutation

Casting Time 1 action
Range Touch
Duration 1 hour
Components V, S, M
Materials A pinch of dirt

You touch a creature. The target's speed increases by 10 feet until the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

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

PHB, page 280; SRD 5.1, page 151

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

Player's Handbook

Charm Person

1-level Enchantment

Casting Time 1 action
Range 30ft
Duration 1 hour
Components Verbal, Somatic


You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.   At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

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

Detect Magic

1-level Divination (ritual)

Casting Time 1 Action
Range Self
Duration Concentration, Up to 10 Minutes
Components V, S

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.   The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Class(es): Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

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