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Darguu

Bard 1 Class & Level
Failed Experiment (conclave initiate) Background
Werebear Race
CG Alignment

Strength 15
+2
Dexterity 13
+1
constitution 13
+1
intelligence 10
+0
wisdom 13
+1
charisma 14
+2
Total Hit Dice 1
Hit Die
1d8+1
+2 proficiency bonus
+2 Strength
+3 Dexterity
+1 Constitution
+0 Intelligence
+1 Wisdom
+4 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+0 Arcana
+4 Athletics
+2 Deception
+0 History
+1 Insight
+4 Intimidation
+0 Investigation
+1 Medicine
+2 Nature
+1 Perception
+4 Performance
+4 Persuasion
+0 Religion
+1 Sleight of Hands
+1 Stealth
+1 Survival
skills Intimidation, Performance, Athletics, Nature, Persuasion proficiencies

 
13
Armor Class
9
Hit Points
+2
Initiative
40
Speed
Bite. 1d20+2 1d8+2 piercing damageOn a hit creatures must make a Constitution save equal to 12+ your proficiency bonus
Claw. 1d20+2 1d6+2 slashing damage.
Dagger 1d20+4 1d4+4 slashing damage.
Long Sword 1d20+4 1d8+4 slashing damage.
Attacks
Armor: Light Armor
Weapons: Simple Weapons, hand crossbows, longswords, rapiers, shortswords
Tools: three Musical Instruments of your choice
Saving Throws: Dexterity, Charisma
Proficiences
Spell save DC = 8 +2 + 2 = 12
Spell Attack modifier = 1d20+4
Spellcasting
Leather Armor
kazoo, a horn, and a hand drum
A Selesnya insignia
a healer’s kit
robes
a set of common clothes
and a belt pouch containing 5 gp (Azorius 1-zino coins)
dagger
Long Sword
Entertainer's pack
  • Backpack,bedroll,costume (2),candle (5),rations (5),waterskin,disguise kit
  • Equipment
    Feature: Conclave’s Shelter
  • As a member of the Selesnya Conclave, you can count on your guild mates to provide shelter and aid. You and your companions can find a place to hide or rest in any Selesnya enclave in the city, unless you have proven to be a danger to them. The members of the enclave will shield you from the law or anyone else searching for you, though they will not risk their lives in this effort.
  • In addition, as a guild member you can receive free healing and care at a Selesnya enclave, though you must provide any material components needed for spells.
  • 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.
  • Ritual Casting
  • You can cast any bard spell you know as a ritual if that spell has the ritual tag.
  • Keen Smell.
  • You have advantage on perception checks that rely on smell
  • Features & Traits

    Heroes Enabled

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

    Dnd 5e SRD SRD

    Leather Armor

    Light Armor Common

    The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

    Type AC STR Req. Stealth Dis. Properties
    Light 11 + Dex Modifier

    Cost: 10 gp Weight: 10 lb


     

    Player's Handbook

    Healer's Kit

    Adventuring Gear This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 Hit Points, without needing to make a Wisdom (Medicine) check. Common

    A kit

    Weight: 3


     

    DnD 5e SRD SRD

    Dagger

    Melee Weapon Finesse, Light, Thrown Common

    Type Damage Damage Range Properties
    Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

    Cost: 2 gp Weight: 1 lb


     

    DnD 5e SRD SRD

    Longsword

    Melee Weapon Versatile Common

    Type Damage Damage Range Properties
    Martial 1d8 / 1d10 Slashing Versatile

    Cost: 15 gp Weight: 3 lb


     
    [block: 345518 kazoo]
    [block: and a horn A Selesnya insignia robes a set of common clothes and a belt pouch containing 5 gp (Azorius 1-zino coins)]

    The statblocks of your class features

    [block: Bardic Inspiration
  • You can inspire others through stirring words or music. To do so]
  • [block: a d6.
  • Once within the next 10 minutes]
  • [block: 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]
  • [block: and a d12 at 15th level. Ritual Casting
  • You can cast any bard spell you know as a ritual if that spell has the ritual tag.]
  • Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    [block: Keen Smell.
  • You have advantage on perception checks that rely on smell]
  • Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    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

    Prestidigitation

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 10ft
    Duration Up to 1 hour
    Components V, S

    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

    • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    • You instantaneously light or snuff out a candle, a torch, or a small campfire.
    • You instantaneously clean or soil an object no larger than 1 cubic foot.
    • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Arcane Archer), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Level 1 Spells

    Silent Image

    1-level Illusion

    Casting Time 1 Action
    Range 60ft
    Duration Concentration, Up to Ten Minutes
    Components V, S, M
    Materials A bit of Fleece

    You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.   You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.   Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

    Class(es): Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Cure Wounds

    1-level Evocation

    Casting Time 1 Action
    Range Touch
    Duration Instantaneous
    Components V, S

    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 using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

    Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

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


    Created by

    Maximumezra.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed