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Melody Solin

Bard 1 Class & Level
Cloistered Scholar Background
Tiefling Race
Chaotic Good Alignment

Strength 9
-1
Dexterity 15
+2
constitution 13
+1
intelligence 12
+1
wisdom 10
+0
charisma 17
+3
Total Hit Dice 1d8
Hit Die
1d8+1
+2 proficiency bonus
-1 Strength
+4 Dexterity
+1 Constitution
+1 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+4 Acrobatics
+0 Animal Handling
+3 Arcana
-1 Athletics
+3 Deception
+3 History
+0 Insight
+3 Intimidation
+1 Investigation
+0 Medicine
+1 Nature
+0 Perception
+5 Performance
+5 Persuasion
+1 Religion
+2 Sleight of Hands
+2 Stealth
+0 Survival
skills Armor: Light armor. Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords. Tools: Lute, acoustic guitar, flute. Saving throws: Dexterity, Charisma. Skills: History, Arcana, Performance, Persuasion, Acrobatics. proficiencies

 
13
Armor Class
9
Hit Points
+2
Initiative
30 feet
Speed
Rapier 1d(...) 1d8+3piercing
Dagger 1d(...) 1d4+3piercing
Cantrips: You know vicious mockery, (...), and thaumaturgy, and can cast them at will.
Attacks
Thaumaturgy(Racial Cantrip):
__________________________
Vicious Mockery(Cantrip): You unleash a string of insults laced with subtle enchantments at 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.
__________________________
Thunderwave(1st level Spell): 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.
__________________________
Faerie Fire(1st level Spell): Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw.

For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
__________________________
Cure Wounds(1st level Spell): 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.
__________________________
Disguise Self(1st level Spell): You make yourself -- including your clothing, armor, weapons, and other belongings on your person -- look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For exemple, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Spellcasting
a rapier, (...), an acoustic guitar, leather armor, a dagger, and a pouch containing [...].
Equipment
I'm willing to listen to every side of an argument before I make my own judgment.
Personality Traits
[Beauty]What is beautiful points us beyond itself toward what is true.

[Freedom?]Nothing should fetter the infinite possibility inherent in all existence.
Ideals
I speak without really thinking through my words, invariably insulting others.
Flaws
Hellish Resistance: Resistance to fire damage.
Spellcasting:
Bardic Inspiration:
Features & Traits

Heroes Enabled

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

.]

The statblocks of your class features

[block: Hit Dice: 1d8 per bard level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st Proficient in Light Armor]
[block: and Three skills of your choice. You start with -> (A) a rapier]
[block: or (C) any simple weapon -> (A) a diplomat's pack or (B) an entertainer's pack -> (A) a lute or (B) any other musical instrument -> Leather armor and a dagger You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels. You know four 1st-level spells of your choice from the bard spell list.]

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

Level 1 Spells

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


Created by

Haruhito Maeda.

Statblock Type

Character Sheet (Legacy)

Link/Embed