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Hard Ascroc

Bard 3 Class & Level
Smuggler Background
Wood Elf Race
Chaotic Neutral Alignment

Strength 7
-2
Dexterity 16
+3
constitution 12
+1
intelligence 13
+1
wisdom 11
+0
charisma 17
+3
Total Hit Dice 3
Hit Die
1d8+1
+2 proficiency bonus
-1 Strength
+5 Dexterity
+2 Constitution
+1 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+5 Acrobatics
+0 Animal Handling
+1 Arcana
+1 Athletics
+5 Deception
+1 History
+0 Insight
+3 Intimidation
+1 Investigation
+0 Medicine
+1 Nature
+0 Perception
+5 Performance
+5 Persuasion
+1 Religion
+3 Sleight of Hands
+3 Stealth
+0 Survival
skills +2 proficiencies

 
14
Armor Class
22
Hit Points
+3
Initiative
35
Speed
Crossbow +5 1d8
Dagger +5 1d4
Attacks
Long sword
Short sword
Short bow
Long Bow
Light armour
Simple weapons
Hand crossbrows
Rapiers
Tringle
Kazoo
Recorder
Proficiences
Cantrips: [minor allusion]169274 [message] 169273
Level 1 spells: [Charm person] [disguse self] [identify] [illusionary script]
170051, 170302, 172254, 172261
Spellcasting
Crossbow
Backpack
Kazoo
Leather Armor
Dagger
26 gold
Equipment
Mentally retarted --> turned sane through other retards.
Personality Traits
Buidling a perfect clone of himself
Ideals
Himself and his mirrors
Bonds
Weak to mirrors
Flaws
Money Grub
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

Crossbow, light

Ranged Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 lb


 

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


 

The statblocks of your class features

Bard


Hit Points

Hit Dice: d8 per Bard level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: light armour
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three

Starting Equipment

You start with the following equipment in addition to the equipment you get from your background   (a) a rapier, or (b) a longsword, or (c)and simple weapon (a) a diplomats pack or (b) an entertainers pack (a) a lute or (b) any other musical instrument leather armour and a dagger


Spellcasting

You have learnt to untangle and reshape the fabric of reality in harmony with your wishes and music. your spells are part of your vast repertoire, magic that you can tune to different situations.

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

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)

Message

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 120ft
Duration 1 Round
Components V, S, M
Materials A short piece of copper wire

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.

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

Level 1 Spells

Charm Person

1-level Enchantment

Casting Time 1 Action
Range 30ft
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, Cleric (Trickery Domain), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

Disguise Self

1-level Illusion

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S

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 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.

Class(es): Artificer, Bard, Sorcerer, Wizard, Cleric (AmbCleric (Trickery Domain), Fighter (Eldritch Knight), Ranger (Gloom Stalker), Rogue (Arcane Trickster)

Identify

1-level Divination

Casting Time 1 Minute
Range Touch
Duration Instantaneous
Components V, S, M
Materials a pearl worth at least 100 gp and an owl feathe

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.   If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Class(es): Artificer, Bard, Wizard, Cleric (Forge Domain), Cleric (Knowledge Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Illusory Script

1-level Illusion

Casting Time 1 Minute
Range Touch
Duration 10 Days
Components S, M
Materials a lead-based ink worth at least 10 gp, which the spell consumes

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.   To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.   Should the spell be dispelled, the original script and the illusion both disappear.   A creature with truesight can read the hidden message.

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

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


Created by

JohnJohn123.

Statblock Type

Character Sheet (Legacy)

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