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Warlock | Bard

Class & Level
Background
Race
Alignment

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

 

Armor Class

Hit Points
+0
Initiative

Speed
CHAR LVLArmaAtaqueHPsTipo
/1Handaxe 1d20 1d6 slash
/1Crossbow 1d20 1d8 pier
/1Shorts word 1d20 1d6 slash
-BARD-
1Bardic Inspiration 1d6
2Song of Rest 1d6
3Blade Flourish 1d6
6Countercharm
- SPELLS -
- WARLOCK -
INVOCATIONS
2
2
WARLOCK LVLCANTRIPS
1Eldritch Blast 1d20+5 1d10 for
1/Mage Hand
LVL 1 SPELLS
1
1
2/Hex (c) 1d6 necr
3 (POTC)Find Familiar
LVL 2 SPELLS
3Misty Step
- BARD -
BARD LVLCANTRIPS
1 Vicious Mockerywis 1d4 psy
1Dancing Lights
LVL 1 SPELLS
1 Charm Personwis, adv fight
1 Cure Wounds 1d8+3
1Tasha's Hideous Laughterwis
1 Healing Word 1d4+3
Attacks
(features and traits)

Warlock - 3 to get 9th level spells, 4 to get the ability score
Bard - Lvl X

SENSES
Passive Perception:
Passive Investigation:
Passive Insight:

JACK OF ALL TRADES
At 2nd bard level, you add half your proficiency bonus, rounded down, to any ability check you're not proficient in.

MAGICAL SECRETS
At 10th/14th bard level, you add two spells you can cast from any class and they become Bard spells for you.
Proficiences
(equipment)

Leather armor

  • WARLOCK START -
  • Light crossbow, 20 bolts
    Component pouch/arcane focus
    2 Daggers
    Handaxe
    Dungeoneer's Pack (mochila, crowbar, hammer, 10 pitons, 10 torches, cerillos, 10 days of rations, waterskin, 50 feet of Hempen rope)

  • BARD START -
  • Flute
    Shortsword
    1 dagger
    Entertainer's pack (mochila, bedroll, 2 costumes, 5 candles, 5 days of rations, waterskin, disguise kit)
    Personality Traits
    Spell slots leveling: Spell Slots
    Pact Magic: Pact Magic Spell Slots
    Ideals

    Heroes Enabled

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

    The statblocks of your class features

    [block: PATRON;]
    [block: chosen;]
    [block: FEAUTRE; desc]
    [block: EQUIPMENT; desc]
    [block: FEATS; options]

    Statblocks for your familiars, mounts etc.

    [block: COLLEGE;]
    [block: chosen;]

    Statblocks for race/species of the character.

    [block: 2/5; Human]
    [block: 3; Changeling]
    [block: Any; Half-Elf]
    [block: 3; Tiefling]
    [block: 3; Genasi (Air)]
    [block: 5/2; Elf (Eladrin / less optimal but ok Sea/Shadar-Kai)]
    [block: 2; Aasimar (Scourge)]
    [block: 3/2; Kalashtar]
    [block: 2; Yuan-Ti]
    [block: CHOSEN: (shadar-kai)]
    [block:

    Elf

    Ability Score Increase +2 Dex, +1 Cha (Eladrin)/+1 Wis (Wood/Pallid)/+1 Con (Sea/Shadar-Kai)/+1 Int (High)
    Size Medium
    Speed 30 ft

    Age. Although elves reach physical maturity at the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood around the age of 75, and can live to be 250 years old.   Darkvision. 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.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.   Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.   Keen Senses. You have proficiency in the Perception skill.  

    Eladrin

      Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier. The effects are as follows:
    • Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it. :)
    • Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. :(
    • Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you. :D
    • Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage). >:(
    When finishing a long rest, any eladrin can change their season.  

    Wood Elf

    Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.   Fleet of Foot. Your base walking speed increases to 35 feet.   Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.  

    Pallid Elf

    Incisive Sense. You have advantage on Investigation and Insight checks.   Blessing of the Moonweaver. You know the Light cantrip. When you reach 3rd level, you can cast Sleep once, and it recharges after a long rest. When you reach 5th level, you can cast Invisibility (Self Only) once, and it recharges after a long rest. You do not need the material components required of the spells. Wisdom is your spellcasting ability for these spells.   LVL | - SPELLS - | CANTRIPS 1 | Light | LVL 1 SPELLS 3 | Sleep | LVL 2 SPELLS 5 | Invisibility (self)  

    Sea Elf

    Sea Elf Training. You have proficiency with the spear, trident, light crossbow, and net.   Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water.   Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.   Languages. You can speak, read, and write Aquan.  

    Shadar-Kai

    :|   Necrotic Resistance. You have resistance to necrotic damage.   Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest.   Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.  

    High Elf

      Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.   Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.   Extra Language. You can read, speak, and write one additional language of your choice.                      
     

    Languages. Common, Elven          

    ]
    [block: (languages Elven / Celestial]

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

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


    Created by

    viera.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed