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Rill

Bard 1 Class & Level
Uthgardt Tribe Member Background
Shifter - Swiftstride Race
Neutral Alignment

Strength 15
+2
Dexterity 16
+3
constitution 13
+1
intelligence 12
+1
wisdom 10
+0
charisma 9
-1
Total Hit Dice 8
Hit Die
1d8+1
+2 proficiency bonus
+2 Strength
+5 Dexterity
+1 Constitution
+1 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+18 Acrobatics
+12 Animal Handling
+14 Arcana
+15 Athletics
+11 Deception
+14 History
+12 Insight
+11 Intimidation
+14 Investigation
+12 Medicine
+14 Nature
+12 Perception
+11 Performance
+11 Persuasion
+14 Religion
+18 Sleight of Hands
+18 Stealth
+12 Survival
skills Acrobatics, Athletics, Survival, Perception, Performance, Arcana proficiencies

 
14
Armor Class
9
Hit Points
+3
Initiative
30
Speed
Light Crossbow 1d8+2 Piercing
Dagger 1d4+2 Piercing
Attacks
Acrobatics, Athletics, Survival
(dex+2,cha+1)

Chosen Skills: Perception, Performance, Arcana
Proficiences
Spells:
1. 376154 Thunderwave
2. 366582 Dissonant Whispers
3. 374181 Healing Word
4. 376032 Speak with Animals

Cantrips:
1. 363729 BladeWard
2. 365024 Vicious Mockery
Spellcasting
-Acoustic bass guitar 184262

-Entertainer's Pack (40 gp, 38 lbs) - Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit: (Type: Tool Cost: 25 gp Weight: 3 lbs 288611
This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.)

-A hunting trap, a totemic token or set of tattoos marking your loyalty to Uthgar and your tribal totem, a set of traveler's clothes, and a pouch containing 10 gp

-leather armor 82

-dagger 113

-light crossbow 122
Equipment
Specialty: Homesteading (and she hates it!)

I'm driven by a wanderlust that led me away from home
Personality Traits
Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good)
Ideals
An injury to the unspoiled wilderness of my home is an injury to me.
Bonds
I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
Flaws
Background: 253535 Uthgardt Tribe Member
Though you might have only recently arrived in civilized lands, you are no stranger to the values of cooperation and group effort when striving for supremacy. You learned these principles, and much more, as a member of an Uthgardt tribe. Your people have always tried to hold to the old ways. Tradition and taboo have kept the Uthgardt strong while the kingdoms of others have collapsed into chaos and ruin. But for the last few generations, some bands among the tribes were tempted to settle, make peace, trade, and even to build towns. Perhaps this is why Uthgar chose to raise up the totems among the people as living embodiments of his power. Perhaps they needed a reminder of who they were and from whence they came. The Chosen of Uthgar led bands back to the old ways, and most of your people abandoned the soft ways of civilization.

You might have grown up in one of the tribes that had decided to settle down, and now that they have abandoned that path, you find yourself adrift. Or you might come from a segment of the Uthgardt that adheres to tradition, but you seek to bring glory to your tribe by achieving great things as a formidable adventurer.

See the "Uthgardt Lands" section of chapter 2 for details on each tribe's territory and its activities that will help you choose your affiliation.

Barbarian Tribes of Faerûn Though this section details the Uthgardt specifically, either it or the outlander background from the Player's Handbook can be used for a character whose origin lies with one of the other barbarian tribes in Faerûn. You might be a fair-haired barbarian of the Reghed, dwelling in the shadow of the Reghed Glacier in the far North near Icewind Dale. You might also be of the nomadic Rashemi, noted for their savage berserkers and their masked witches. Perhaps you hail from one of the wood elf tribes in the Chondalwood, or the magic-hating human tribes of the sweltering jungles of Chult.

Skill Proficiencies Athletics, Survival
Tool Proficiencies One type of musical instrument or artisan's tools
Languages Any one of your choice
Equipment
A hunting trap
a totemic token or set of tattoos marking your loyalty to Uthgar and your tribal totem
a set of traveler's clothes
and a pouch containing 10 gp
Features
Feature: Uthgardt Heritage You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you can find twice as much food and water as you normally would when you forage there.

Additionally, you can call upon the hospitality of your people, and those allied with your tribe, often including members of the druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle.

Suggested Characteristics
Use the tables for the outlander background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of an Uthgardt tribe.

Even if you have left your tribe behind (at least for now), you hold to the traditions of your people. You will never cut down a still-living tree, and you may not countenance such an act being done in your presence. The Uthgardt ancestral mounds - great hills where the totem spirits were defeated by Uthgar and where the heroes of the tribes are interred - are sacred to you.

Your bond is undoubtedly associated with your tribe or some aspect of Uthgardt philosophy or culture (perhaps even Uthgar himself). Your ideal is a personal choice that probably hews closely to the ethos of your people and certainly doesn't contradict or compromise what being an Uthgardt stands for.

Source: SCAG, page 153

Feat: 11522 Crossbow Expert
Thanks to extensive practice with the crossbow, you gain the following benefits:

You ignore the loading quality of crossbows with which you are proficient.
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a one- handed weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding.
Features & Traits

Heroes Enabled

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

Guitar

Instrument Common

A Guitar is an archetypical stringed instrument, that can be strummed and plucked.

Cost: 40gp Weight: 8 lbs


 

Dnd 5e SRD

Entertainer's Pack

Adventuring Gear Common

Includes: • a Backpack • a Bedroll • 2 costumes • 5 candles • 5 days of Rations • a Waterskin • a Disguise Kit.


 

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


 

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

Crossbow, light

Ranged Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 lb


 

The statblocks of your class features

Bard


Hit Points

Hit Dice: d8 per Bard level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: light armour
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three

Starting Equipment

You start with the following equipment in addition to the equipment you get from your background   (a) a rapier, or (b) a longsword, or (c)and simple weapon (a) a diplomats pack or (b) an entertainers pack (a) a lute or (b) any other musical instrument leather armour and a dagger


Spellcasting

You have learnt to untangle and reshape the fabric of reality in harmony with your wishes and music. your spells are part of your vast repertoire, magic that you can tune to different situations.

Statblocks for your familiars, mounts etc.

SRD

Giant Octopus

Large beast, unaligned
Armor Class 11
Hit Points 52 8d10+8
Speed 10ft Swim: 60ft

STR
17 +3
DEX
13 +1
CON
13 +1
INT
4 -3
WIS
10 0
CHA
4 -3

Skills Perception +4 , Stealth +5
Senses darkvision 60 ft., passive Perception 14
Challenge 1 (200 XP)


Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.


Actions

Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 2d6+3 bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.


 

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

SRD

Giant Octopus

Large beast, unaligned
Armor Class 11
Hit Points 52 8d10+8
Speed 10ft Swim: 60ft

STR
17 +3
DEX
13 +1
CON
13 +1
INT
4 -3
WIS
10 0
CHA
4 -3

Skills Perception +4 , Stealth +5
Senses darkvision 60 ft., passive Perception 14
Challenge 1 (200 XP)


Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.


Actions

Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 2d6+3 bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.


 

Statblocks for your spells.

Level 0 Spells

PHB pg. 219

Blade Ward

0-level (Cantrip) Abjuration

Casting Time: 1 Action
Range/Area: Self
Components: V, S
Duration: 1 Round
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB pg. 285

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time: 1 Action
Range/Area: 60 Feet
Components: V
Duration: Instantaneous
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 15th level (4d4).
Available for: Bard

Level 1 Spells

PHB: P. 282

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15 foot cube)
Components: V, S
Duration: Instantaneous

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.
Available for: Artificer (Armorer, Artillerist), Bard, Druid, Sorcerer, Wizard

PHB pg. 234

Dissonant Whispers

1-level Enchantment

Casting Time: 1 Action
Range/Area: 60 Feet
Components: V
Duration: Instantaneous
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Bard

PHB: P. 250

Healing Word

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1*D4 + 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 1*D4 for each slot level above 1st.
Available for: Artificer (Alchemist), Bard, Cleric, Druid

PHB: P. 277

Speak with Animals

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration.
The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.
Available for: Bard, Druid, Ranger

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

Guitar

Instrument Common

A Guitar is an archetypical stringed instrument, that can be strummed and plucked.

Cost: 40gp Weight: 8 lbs


 

Dnd 5e SRD

Entertainer's Pack

Adventuring Gear Common

Includes: • a Backpack • a Bedroll • 2 costumes • 5 candles • 5 days of Rations • a Waterskin • a Disguise Kit.


 

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


 

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

Crossbow, light

Ranged Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 lb


 

Created by

GingerBsXo.

Statblock Type

Character Sheet (Legacy)

Link/Embed