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Carria Liadon

Bard 3 Class & Level
Criminal Background
Half-Elf Race
Chaotic Neutral Alignment

Strength 10
+0
Dexterity 18
+4
constitution 12
+1
intelligence 12
+1
wisdom 14
+2
charisma 20
+5
Total Hit Dice 3
Hit Die
1d8+1
+2 proficiency bonus
+0 Strength
+6 Dexterity
+1 Constitution
+1 Intelligence
+2 Wisdom
+7 Charisma
saving throws
+6 Acrobatics
+3 Animal Handling
+2 Arcana
+1 Athletics
+9 Deception
+2 History
+4 Insight
+7 Intimidation
+3 Investigation
+4 Medicine
+2 Nature
+4 Perception
+7 Performance
+7 Persuasion
+2 Religion
+5 Sleight of Hands
+8 Stealth
+3 Survival
skills Common, Elvish, Draconic   Light Armour, Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords   Lute, Mandolin, Harp, Gambling Set, Thieves' tools proficiencies

 
15
Armor Class
21
Hit Points
+5
Initiative
30ft
Speed
WeaponAttackDamage
Rapier 1d20+6 1d8+4
Dagger 1d20+6 1d4+4
Attacks
Spellcasting Ability: CHA
Spell Save DC: 15
Spell Attack Bonus: +7
Spellcasting
Rapier, Dagger, Lute, Leather Armour, Backpack, Bedroll, Costume x2, Candle x5, Rations x5, Waterskin, Disguise Kit, Crowbar, Blank Clothes, Silver Cutlery, Lesser Healing Potion, Vitality Potion, Clear Potion, Mysterious Amulet, Rock of Detection, Jewellery (100gp),
Equipment
Doesn't pay much mind to the risks in a situation.
Personality Traits
People - I'm loyal to my friends.
Ideals
Someone I loved died because of a mistake I made.
Bonds
I'll do anything to get the job done, even if innocents suffer.
Flaws
Darkvision 60ft
Fey Ancestry - Advantage vs. Charm effects. Cannot be magically put to sleep.
Bardic Inspiration
Criminal Contact
Actor - Can mimic speech if heard for 1 min. Advantage on Persuasion/Deception checks to pretend to be someone else.
Song of Rest - Party receives an extra 1d6 when spending hit dice.
Cutting Words
Features & 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.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Basic Rules , pg. 285

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time 1 Action
Range 60 ft
Duration Instantaneous
Components V

Damage Type: Psychic   Saving Throws: Wisdom   Description: 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

Basic Rules, pg. 230

Cure Wounds

1-level Evocation

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

Damage Type: Healing   Saving Throws: None   Description: 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): Bard, Cleric, Druid, Paladin, Ranger, Artificer

Basic Rules , pg. 276

Sleep

1-level Enchantment

Casting Time 1 Action
Range 90 ft (to 20 ft)
Duration 1 Minute
Components V, S, M
Materials A pinch of fine sands, rose petals, or a cricket.

Damage Type: Unconscious   Saving Throws: None   Description: This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.

At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Class(es): Bard, Sorcerer, Wizard

Player's Handbook , pg. 234

Dissonant Whispers

1-level Enchantment

Casting Time 1 action
Range 60 ft
Duration Instantaneous
Components V

Damage Type: Psychic   Saving Throw: Wisdom   Description: 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

Class(es): Sorcerer, Warlock

Heroism

1-level Enchantment

Casting Time 1 Action
Range Touch
Duration Concentration, up to 1 Minute
Components V, S

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
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, Paladin, Artificer (Battle Smith)

Level 2 Spells

Player's Handbook , pg. 264

Phantasmal Force

2-level Illusion

Casting Time 1 action
Range 60 ft (10 ft)
Duration 1 minute
Components V, S, M
Materials A bit of fleece.

Damage Type: Psychic   Saving Throws: Intelligence   Description: You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs. The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.   The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.   While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.   An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Class(es): Bard, Sorcerer, Wizard

PHB

Suggestion

2-level Enchantment

Casting Time 1 Action
Range 30 feet
Duration Concentration, Concentration, up to 8 hours
Components V M
Materials (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you descried tot he best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target, the spell ends.

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

Saving ThrowWisdom

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Character Sheet (Legacy)

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