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Lelaila Goldtongue

Bard 3 Class & Level
Charlatan Background
Tiefling Race
Chaotic Neutral Alignment

Strength 9
-1
Dexterity 15
+2
constitution 9
-1
intelligence 12
+1
wisdom 13
+1
charisma 20
+5
Total Hit Dice 3
Hit Die
1d8-1
+2 proficiency bonus
-1 Strength
+4 Dexterity
-1 Constitution
+1 Intelligence
+1 Wisdom
+7 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
+1 Arcana
-1 Athletics
+7 Deception
+1 History
+1 Insight
+5 Intimidation
+1 Investigation
+1 Medicine
+1 Nature
+1 Perception
+7 Performance
+7 Persuasion
+1 Religion
+4 Sleight of Hands
+2 Stealth
+1 Survival
skills Proficiency: Deception, Sleight of Hand Expertise: Performance, Persuasion   Languages: Common and infernal proficiencies

 
14
Armor Class
20
Hit Points
+2
Initiative
30ft
Speed
Rapier 1d20+4 1d8+2
Dagger 1d20+4 1d4+2
Attacks
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Pan flute, lute, violin, Disguise Kit, Forgery Kit
Proficiences
Save DC = 15
  • Cantrips
  • Minor Illusion, Prestidigitation, Vicious Mockery
  • 1st level
  • Sleep, Thunderwave, Charm Person, Cure Wounds
  • 2nd level
  • Heat Metal, Cloud Of Daggers
    Spellcasting
    Weapon(s): Rapier, dagger
    Instrument: Violin
    Armor: Leather Armor
    Tools: Disguise kit (Entertainer's pack)
    Miscellanious: Entertainer's pack, a set of weighted dice, a set of fine clothes

    Money: 15 gold
    Equipment
    I always try to be the center of attention, and I will always hog the spotlight if I can.
    Personality Traits
    I wish to become legendary.
    Ideals
    I will stop at nothing to gain a following, even if it endangers me or others.
    Bonds
    I can be rather egotistical and forgo morality if it means I can become famous.
    Flaws
    - Bloodline of Glasya:
    Dex +1 and you know the Minor Illusion cantrip. When you reach 3rd level you can cast Disguise Self once as a 2nd-level spell per long rest.
  • Hellish Resistance:
  • You have resistance to fire damage.
  • Darkvision:
  • You can see in dim light as if it were bright light up to 60ft, and in darkness if it were dim light. You can't discern color in the dark, only shades of gray.

  • Bardic Inspiration:
  • You use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
    Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
    You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
  • Jack of All Trades:
  • Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
  • Song of Rest:
  • You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
  • Expertise:
  • Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

    College of Glamour
  • Mantle Of Inspiration:
  • As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
  • Enthralling Performance:
  • If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
    If a target succeeds on its saving throw, the target has no hint that you tried to charm it.
    Once you use this feature, you can’t use it again until you finish a short or long rest.

  • False Identity:
  • You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
    Features & Traits

    Heroes Enabled

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

    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

    Rapier

    Melee Weapon Finesse Common

    Type Damage Damage Range Properties
    Martial 1d8 Piercing Finesse

    Cost: 25 gp Weight: 2 lb


     

    PHB, page 154. Additional information from XGE, page 81. Available in the SRD.

    Disguise Kit

    Tool Varies

    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. The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity.   Components. A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing. Deception. In certain cases, a disguise can improve your ability to weave convincing lies. Intimidation. The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully.   Performance. A cunning disguise can enhance an audience's enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction.   Persuasion. Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective.   Create Disguise. As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound. At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes.   Disguise Kit

    Activity DC
    Cover injuries or distinguishing marks 10
    Spot a disguise being used by someone else 15
    Copy a humanoid's appearance 20

    Cost: 25 gp Weight: 3 lbs


     

    The statblocks of your class features

    Bard, College of Glamour


    Hit Points

    Hit Dice: d8 per Bard, College of Glamour level
    Hit Points at first Level: 8 + CON mod
    Hit Points at Higher Levels: 1d8+ CON mod

    Proficiences

    Armor: Light Armor
    Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
    Tools: Three musical instruments of your choice
    Saving Throws: DEX, CHA
    Skills: Choose any three

    Class Features

    Bardic Inspiration You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.   Jack of All Trades Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.   Song of Rest Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.   Bard College At 3rd level, you delve into the advanced techniques of a bard college of your choice. Your choice grants you features at 3rd level and again at 6th and 14th level.   Expertise At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either o f the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.   Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability s cores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Font of Inspiration Beginning when you reach 5th level, you regain all of your expended uses o f Bardic Inspiration when you finish a short or long rest.   Countercharm At 6th level, you gain the ability to use musical notes or words o f power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end o f your next turn. During that time, you and any friendly creatures within 30 feet o f you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).   Magical Secrets By 10th level, you have plundered magical knowledge from a w ide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be o f a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional spells from any class at 14th level and again at 18th level.   Superior Inspiration At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.


    Starting Equipment

    • (a) a rapier, (b) a longsword, 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


    Spellcasting

    Cantrips You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.   Spell Slots The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot o f the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.   Spells Known of 1st Level and Higher You know four 1st-level spells of your choice from the bard spell list. The Spells Known column of the Bard table shows when you learn more bard spells o f your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.   Spellcasting Ability Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance o f your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier   Ritual Casting You can cast any bard spell you know as a ritual if that spell has the ritual tag.   Spellcasting Focus You can use a musical instrument as a spellcasting focus for your bard spells


    Subclass Options

    College of Glamour

      Mantle of Inspiration When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed. As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks. The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.   Enthralling Performance Starting at 3rd level, you can charge your performance with seductive, fey magic. If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its saving throw, the target has no hint that you tried to charm it. Once you use this feature, you can’t use it again until you finish a short or long rest.   Mantle of Majesty At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot. Any creature charmed by you automatically fails its saving throw against the command you cast with this feature. Once you use this feature, you can’t use it again until you finish a long rest.   Unbreakable Majesty At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce. In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn. Once you assume this majestic presence, you can’t do so again until you finish a short or long rest.
     

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Tiefling

    Ability Score Increase +2 Cha
    Size Medium
    Speed 30ft.

    Basic informations

    Lore

    Tiefting names fali into three broad categories. Tieftings born into another culture typically have names reftective of that culture. Some have names derived from the Infernallanguage, passed down through generations, that reftect their fiendish heritage. And some younger tieftings, striving to find a place in the world, adopt a na me that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it's a grim destiny.

    Age

    Tieflings mature at the same rate as humans but live a few years longer.

    Alignment

    Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

    Size

    Tieflings are about the same size and build as humans. Your size is Medium.

    Speed

    Your base walking speed is 30 feet.

    Hellish Resistance

    You have resistance to fire damage.

    Darkvision

    Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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.

    Subraces

    Descendant of Asmodeus

    Lore

    The tieflings connected to Nessus command the power of fire and darkness, guided by a keener than normal intellect, as befits those linked to Asmodeus himself.

    Ability Score Increase

    Your Intelligence score increases by 1.

    Infernal Legacy

    You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

    Descendant of Baalzebul

    Lore

    The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transformed into acts of damnation. Tieflings linked to this archdevil can corrupt others both physically and psychically.

    Ability Score Increase

    Your Intelligence score increases by 1.

    Infernal Legacy

    You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Ray of Sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast the Crown of Madness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

    Descendant of Dispater

    Lore

    The great city of Dis occupies most of Hell's second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispater excellent spies and infiltrators.

    Ability Score Increase

    Your Dexterity score increases by 1.

    Infernal Legacy

    You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Disguise Self spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast the Detect Thoughts spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

    Descendant of Fierna

    Lore

    A master manipulator, Fierna grants tieflings tied to her forceful personalities.

    Ability Score Increase

    Your Wisdom score increases by 1.

    Infernal Legacy

    You know the Friends cantrip. Once you reach 3rd level, you can cast the Charm Person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast the Suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

    Descendant of Glasya

    Lore

    Glasya, Hell's criminal mastermind, grants her tieflings magic that is useful for committing heists.

    Ability Score Increase

    Your Dexterity score increases by 1.

    Infernal Legacy

    You know the Minor Illusion cantrip. Once you reach 3rd level, you can cast the Disguise Self spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast the Invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

    Descendant of Levistus

    Lore

    Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.

    Ability Score Increase

    Your Constitution score increases by 1.

    Infernal Legacy

    You know the Ray of Frost cantrip. Once you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

    Descendant of Mammon

    Lore

    The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth.

    Ability Score Increase

    Your Intelligence score increases by 1.

    Infernal Legacy

    You know the Mage Hand cantrip. Once you reach 3rd level, you can cast the Tenser's Floating Disk and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast the Arcane Lock spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

    Descendant of Mephistopheles

    Lore

    In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic.

    Ability Score Increase

    Your Intelligence score increases by 1.

    Infernal Legacy

    You know the Mage Hand cantrip. Once you reach 3rd level, you can cast the Burning Hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast the Flame Blade spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

    Descendant of Zariel

    Lore

    Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle.

    Ability Score Increase

    Your Strength score increases by 1.

    Infernal Legacy

    You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Searing Smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast the Branding Smite spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

    Languages. Common, Infernal

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Minor Illusion

    0-level (Cantrip) Illusion

    Casting Time 1 action
    Range 30ft
    Duration 1 minute
    Components S, M
    Materials Fleece

    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.

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

    Prestidigitation

    0-level (Cantrip) Abjuration

    Casting Time 1 action
    Range 10 feet
    Duration Up to 1 hour
    Components V, S

    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical Effects within range.   • You create an Instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.   • You instantaneously light or snuff out a Candle, a torch, or a small campfire.   • You instantaneously clean or soil an object no larger than 1 cubic foot.   • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.   • You make a color, a small mark, or a Symbol appear on an object or a surface for 1 hour.   • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.   If you cast this spell multiple times, you can have up to three of its non-instantaneous Effects active at a time, and you can dismiss such an effect as an action.

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

    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

    Sleep

    1-level Enchantment

    Casting Time 1 Action
    Range 90ft
    Duration 1 Minute
    Components V, S, M
    Materials a pinch of fine sand, rose petals, or a cricket

    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, Fighter (Eldritch Knight), Paladin (Oath of Redemption), Rogue (Arcane Trickster), Warlock (The Archfey)

    Thunderwave

    1-level Evocation

    Casting Time 1 Action
    Range Self (15ft cube)
    Duration Instantaneous
    Components V, S

    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.

    Class(es): Bard, Druid, Sorcerer, Wizard, Artificer (Artillerist), Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

    D&D 5e PHB Page 221

    Charm Person

    1-level Enchantment

    Casting Time 1 action
    Range 30 feet
    Duration 1 hour
    Components V, S

    You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
    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. The creatures must be within 30 feet of each other when you target them.

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

    D&D 5e PHB Page 230

    Cure Wounds

    1-level Evocation

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

    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

    Level 2 Spells

    Heat Metal

    2-level Transmutation

    Casting Time 1 Action
    Range 60ft
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials a piece of iron and a flame

    Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.   If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

    Class(es): Artificer, Bard, Druid, Cleric (Forge Domain)

    Cloud of Daggers

    2-level Conjuration

    Casting Time 1 Action
    Range 60ft
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials a sliver of glass

    You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

    Class(es): Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

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

    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.


     

    Created by

    Foxblaze.

    Statblock Type

    Character Sheet (Legacy)

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