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Dimble Pock

Bard 5 Class & Level
Forest Gnome Race
Neutral Good Alignment

Strength 7
-2
Dexterity 14
+2
constitution 10
+0
intelligence 12
+1
wisdom 14
+2
charisma 16
+3
Total Hit Dice 5
Hit Die
1d8+0
+3 proficiency bonus
-2 Strength
+4 Dexterity
+0 Constitution
+1 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+3 Acrobatics
+3 Animal Handling
+3 Arcana
-1 Athletics
+4 Deception
+2 History
+8 Insight
+4 Intimidation
+2 Investigation
+8 Medicine
+2 Nature
+5 Perception
+9 Performance
+4 Persuasion
+2 Religion
+3 Sleight of Hands
+3 Stealth
+5 Survival
skills Insight, Medicine Perception, Performance, Survival Expertise: Insight, Medicine, Performance proficiencies

 
13
Armor Class
32
Hit Points
+3
Initiative
25
Speed
WeaponAttackDamage
Hand Crossbow 30/120 (Mainhand) 1d20+4 1d6+2
Hand Crossbow 30/120 (Offhand) 1d20+4 1d6
Dagger 1d20+4 1d4+2
Attacks
Weapons: simple, Crossbow, hand, Longsword, Rapier, Shortsword,

Armor: light

Instruments:Flute, Dulcimer, Lute

Languages: Gnomisch, common

Sonstiges: Healing Kit, Disguise Kit

Proficiences
Spell DC: 13
Spell ATK: +5
Spellcasting
Waffen: 2x Crossbow (Hand),1x Dagger, 3x Acid(vial),
Kleidung/Rüstung: 1x Lederrüstung, 1x Abenteurerklamotten, 2x Kostüme (Gaukler und Straßenkind), 1x Rucksack
Instrumente: Flöte (normal), Flöte (beruhigt Waldbewohner)
Sonstiges: 1x Schlafsack 5x Kerzen, 5 Tagesrationen, Wasserschlauch, Disguise Kit, 1x Potion of Healing, Healers Kit (7 uses left),
Geld:: 8CP 7SP 69 GP
Equipment
Unter Held des kleinen Volkes zu finden.
Personality Traits

Heroes Enabled

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

DnD 5e SRD SRD

Crossbow, hand

Ranged Weapon Ammunition, Light, Loading Common

Type Damage Damage Range Properties
Martial 1d6 Piercing 30/120 ft Ammunition, Light, Loading

Cost: 75 gp Weight: 3 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 Players handbook

Clothes, Travelers

Adventuring Gear Common

A set of common travelers clothes to protect from the elements. This may be a set of oiled leathers or tailored furs.

Cost: 2 gp Weight: 4 lb.


 

Player's Handbook, Wizards of the Coast, p. 148, 150

Acid (vial)

Adventuring Gear Common

As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

Cost: 25 GP Weight: 1 lb. / 0.5 kg


 

Antitoxin (vial)

Adventuring Gear Common

A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.

Cost: 50 GP


 

DnD 5e

Crossbow Bolt

Ammunition Common

Crossbow bolts are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Cost: 1gp Weight: 1 1/2lb


 

DnD 5e SRD

Backpack

Adventuring Gear Common

A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear.   You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

Cost: 2gp Weight: 5lb


 

DnD 5e SRD

Bedroll

Adventuring Gear Common

You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.

Cost: 1gp Weight: 7lb


 

Clothes, costume

Adventuring Gear Common

Cost: 5gp Weight: 4lb


 

Candle

Adventuring Gear Common

A small stick of wax that is molded into cylinders of different sizes and colors. Usually contains something flammable in the middle such as a string. Can light an area of 5 ft in bright light and 10 ft in dim light.

Cost: 3cp Weight: .5lbs


 

DnD 5e SRD

Rations (1 day)

Adventuring Gear Common

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Cost: 5sp Weight: 2lb


 

DnD 5e SRD

Waterskin

Adventuring Gear Common

A waterskin can hold 4 pints of liquid.

Cost: 2sp Weight: 5lb


 

Disguise Kit

Tool Common

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.

Cost: 25 gp Weight: 3 lb


 

Potion of Healing

Potion Common

You regain 2d4+2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.

Weight: .5lbs


 

DnD 5e SRD

Healer's Kit

Adventuring Gear Common

This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use o f the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

Cost: 3gp Weight: 5lb


 

The statblocks of your class features

College of Charity


Hit Points

Hit Dice: d8 per College of Charity level
Hit Points at first Level: see Bard
Hit Points at Higher Levels: see Bard

Proficiences

Armor: see Bard
Weapons: see Bard
Tools: see Bard
Saving Throws: see Bard
Skills:

Overview & Creation

The way of a bard is gregarious. Bards seek each other out to swap songs and stories, boast of their accomplishments, and share their knowledge. Bards form loose associations, which they call colleges, to facilitate their gatherings and preserve their traditions.
Bards of the College of Charity strive in their goal of helping others overcome their struggles, even at the cost of personal sacrifice.


Class Features

BONUS PROFICIENCIES

When you join the College of Charity at 3rd level, you gain proficiency and expertise with Medicine.

HEALING VERSE

Also, at 3rd level, you can aid your allies when they are injured. As a reaction, you can expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the number rolled plus your proficiency modifier, and adding that to the health of an ally within 60 feet (ca. 18 m).

DIVINE GRACE

Your peerless charity has been noted by the divine, and they have granted you tools to aid in your pursuits. At 6th level, you learn the spells mass healing word, revivify, and sanctuary. These spells count as bard spells for you but don't count against the number of bard spells you know.
SONG OF HOPE Starting at 14th level, you can use an action on your turn to use an instrument or your voice to bolster your allies. Until the beginning of your next turn, allies within 60 feet (ca. 18 m) of you have advantage on saving throws and immunity to fear effects. On your next turn, you can use your action to continue these effects. This can be done for up to 10 rounds. Once you use this feature. You cannot use it again until you complete a long rest.

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 hand crossbow you are holding.

Healer

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • When you use a healer’s kit to stabilize a dying crea- ture, that creature also regains 1 hit point.
  • As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s max- imum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Forest Gnome

Ability Score Increase +2 Int, +1 Dex
Size Small
Speed 25ft

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 colour in darkness, only shades of grey.   Gnome Cunning - You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.   Natural Illusionist - You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.   Speak with Small Beasts - Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
 

Languages. Common, Gnomish

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB: P. 260

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30 feet
Components: S, M
Materials: a bit of fleece
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
  If you create an image of an object such as a chair, muddy footprints, or a small chest it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
  If a creature uses its action to examine the sound or image, the creature 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 illusion becomes faint to the creature.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB: P. 256

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range.
The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
  You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
  The hand can’t attack, activate magical items, or carry more than 10 pounds.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

PHB: P. 259

Message

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: a short piece of copper wire
Duration: 1 round

You point your finger toward a creature within range and whisper a message.
The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Available for: Artificer, Bard, Sorcerer, Wizard

PHB: P. 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 (thought 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).
Available for: Bard

Level 1 Spells

PHB: P. 230

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1*D8 + 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*D8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

PHB pg. 233

Disguise Self

1-level Illusion

Casting Time: 1 Action
Range/Area: Self
Components: V, S
Duration: 1 Hour
You make yourself - including your clothing, armor, weapons, and other belongings on you 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 base 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 example, 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.
Available for: Bard, Sorcerer, Wizard

PHB: P. 250

Heroism

1-level Enchantment

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, Concentration, up to 1 minute
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.
Available for: Artificer (Battlesmith), Bard, Cleric (Peace), Paladin

PHB: P. 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.
Available for: Bard

Level 2 Spells

PHB: P. 254

Invisibility

2-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: an eyelash encased in gum arabic
Duration: Concentration, Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

PHB: P. 275

Shatter

2-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a chip of mica
Duration: Instantaneous

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range.
Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3*D8 thunder damage on a failed save, or half as much damage on a successful one.
A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1*D8 for each slot level above 2nd.
Available for: Artificer (Armorer, Artillerist), Bard, Sorcerer, Warlock, Wizard

PHB: P. 229

Crown of Madness

2-level Enchantment

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Concentration, Concentration, up to 1 minute
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.   On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 3 Spells

PHB: P. 255

Leomunds Tiny Hut

3-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Self (10-foot-radius hemisphere)
Components: V, S, M
Materials: a small crystal bead
Duration: 8 hours
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.   Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
Available for: Bard, Wizard

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


Created by

DuAdurna.

Statblock Type

Character Sheet (Legacy)

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