Remove these ads. Join the Worldbuilders Guild

Cylink Hagella Ragwyn

Bard 2 Class & Level
Entertainer Background
Halfling Race
Lawful Good Alignment

Strength 12
+1
Dexterity 17
+3
constitution 16
+3
intelligence 12
+1
wisdom 12
+1
charisma 18
+4
Total Hit Dice 2
Hit Die
1d8+3
+2 proficiency bonus
+1 Strength
+5 Dexterity
+3 Constitution
+1 Intelligence
+1 Wisdom
+5 Charisma
saving throws
+5 Acrobatics
+2 Animal Handling
+3 Arcana
+2 Athletics
+4 Deception
+2 History
+2 Insight
+5 Intimidation
+2 Investigation
+2 Medicine
+2 Nature
+2 Perception
+5 Performance
+5 Persuasion
+2 Religion
+4 Sleight of Hands
+4 Stealth
+2 Survival
skills

 
14
Armor Class
22
Hit Points
+3
Initiative
25ft
Speed
Rapier 1d20+5 1d8+3
Dagger 1d20+5 1d6+3
Crossbow 1d8+5 1dd8+3
Attacks
Armor: Light Armor
Weapons: Simple weapons, Hand Crossbow, Longswords, Rapiers, Shortswords
Tools: Lyre, Pan Flute, Lute, Bagpipes
Saving Throw: Dexterity, Charisma
Skills: Acrobatics, Arcana, Intimidation, Performance, Persuasion
Proficiences
2 - Cantrips
5 - Spells
Spellcasting
Backpack, Bedroll, Lyre, Lute, Pan flute, Bagpipes, 3 costumes, 5 days of rations, disguise kit, leather armor, waterskin, 5 candles, an old key.
Equipment
I love a good insult, even one directed at me.
Personality Traits
Beauty; When I Perform, I make the world a better place
Ideals
I idolize a hero of old tales and measure my deeds against theirs
Bonds
I'm a sucker for a pretty face
Flaws
Halfling Traits
■ Lucky
■ Brave
■ Halfling Nimbleness
Bard Features
■ Spellcasting
■ Bardic Inspiration(d6)
■ Jack of all Trades
■ Song of Rest(d6)
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.

SRD

Mastiff

Medium beast, unaligned
Armor Class
Hit Points 5 1d8+1
Speed 40ft

STR
13 +1
DEX
14 +2
CON
12 +1
INT
3 -4
WIS
12 +1
CHA
7 -2

Skills Perception +3
Senses passive Perception 13
Challenge 1/8 (25 XP)


Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.


Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 piercing damage. If the target is a creature, it must suceed on a DC 11 Strength saving throw or be knocked prone.


 

Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts.

Any

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Mending

0-level (Cantrip) Transmutation

Casting Time 1 Minute
Range Touch
Duration Instantaneous
Components V, S, M
Materials Two lodestones

This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.   This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Class(es): Artificer, Bard, Cleric, Druid, Sorcerer, Wizard, Fighter (Eldritch Knight) Rogue (Arcane Trickster)

Minor Illusion

0-level (Cantrip) Illusion

Casting Time 1 Action
Range 30ft
Duration 1 Minute
Components S, M
Materials A bit of 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, Warlock, Wizard, Fighter (Eldritch Knight), Monk (Way of Shadow), Rogue (Arcane Trickster)

Level 1 Spells

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): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

Unseen Servant

1-level Conjuration

Casting Time 1 Action
Range 60ft
Duration 1 Hour
Components V, S, M
Materials a piece of string and a bit of wood

This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.   Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.   If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

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

Feather Fall

1-level Transmutation

Casting Time 1 reaction, which you take when you or a creature within 60 feet of you fall
Range 60ft
Duration 1 Minute
Components V, M
Materials a small feather or a piece of down

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

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

Healing Word

1-level Evocation

Casting Time 1 Bonus Action
Range 60ft
Duration Instantaneous
Components V

A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.

Class(es): Bard, Cleric, Druid, Sorcerer (Divine Soul)

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)

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


Created by

Sinned49.

Statblock Type

Character Sheet (Legacy)

Link/Embed