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Beatrice

Bard 3 Class & Level
Entertainer Background
Tiefling Race
CN Alignment

Strength 12
+1
Dexterity 14
+2
constitution 13
+1
intelligence 12
+1
wisdom 12
+1
charisma 21
+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
+10 Acrobatics
+3 Animal Handling
+3 Arcana
+3 Athletics
+16 Deception
+3 History
+3 Insight
+15 Intimidation
+3 Investigation
+4 Medicine
+3 Nature
+3 Perception
+18 Performance
+18 Persuasion
+3 Religion
+9 Sleight of Hands
+9 Stealth
+3 Survival
skills Charisma(double), Dex(double), Con proficiencies

 
15
Armor Class
25
Hit Points
+3
Initiative
30
Speed
Rapier 1d20+4 1d8+2
Dagger
Attacks
Leather armor
Equipment
Sweet, Gentle, Kind, Bubbly, Very Charmiing, A little bit Goofy, Childish
Personality Traits
She will do anything for her teacher/master he is basically a God to her. But she doesn't like to hurt others and would rather come to a compromise instead.
Ideals
7. I can't resist a pretty face.
9. I'm convinced that no one could ever fool me in the way I fool others.
10. I'm too greedy for my own good. I can't resist taking a risk if there's money involved.
11. I can't resist swindling people who are more powerful than me.
28. I have a weakness for the vices of the city, especially hard drink.
43. I secretly believe that everyone is beneath me.
47. In fact, the world does revolve around me.
60. I can't keep a secret to save my life, or anyone else's.
61. I follow orders, even if I think they're wrong.
(only from my teacher who is also a bard)
62. I'll say anything to avoid having to do extra work.
64. Once I start drinking, it's hard for me to stop.
65. I can't help but pocket loose coins and other trinkets I come across.
Flaws
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 GM 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 by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

Universal Speech
College of Eloquence feature
You have gained the ability to speak and reason with any creature. As a bonus action, you can expend one of your uses of Bardic Inspiration. When you do so, roll your Bardic Inspiration die, and choose a number of creatures within 60 feet of you that you can see equal to the roll. For 10 minutes, the chosen creatures can magically understand you, regardless of the language you speak, and you have advantage on Charisma checks made to influence them. This feature works even on a creature that doesn’t speak any languages.

Soothing Words
College of Eloquence feature
You can now cast calm emotions without expending a spell slot. You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses of this feature when you finish a long rest.
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

True Strike

0-level (Cantrip) Divination

Casting Time 1 action
Range 30ft
Duration Concentration, Concentration, up to a round
Components S

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

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

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time 1 action
Range 60 ft
Duration Instantaneous
Components V

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 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) 2d4 , 11th level (3d4) 3d4 , and 17th level (4d4) 4d4 .

Class(es): Bard

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


Created by

CaesarsButt.

Statblock Type

Character Sheet (Legacy)

Link/Embed