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Sturdy

Bard 5 Class & Level
Folk Hero Background
Tiefling Race
Alignment

Strength 8
-1
Dexterity 13
+1
constitution 18
+4
intelligence 15
+2
wisdom 6
-2
charisma 5
-3
Total Hit Dice 5
Hit Die
1d8+4
+3 proficiency bonus
-1 Strength
+4 Dexterity
+4 Constitution
+3 Intelligence
-2 Wisdom
+1 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
+6 Arcana
+0 Athletics
-1 Deception
+4 History
-1 Insight
-1 Intimidation
+6 Investigation
-1 Medicine
+6 Nature
-1 Perception
-1 Performance
+4 Persuasion
+9 Religion
+2 Sleight of Hands
+4 Stealth
-1 Survival
skills

 
12
Armor Class
48
Hit Points
+2
Initiative
30
Speed
Daggerroll: 1d20+41d4+1
Light Crossbowroll: 1d20+41d8+1
Attacks

Heroes Enabled

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

The statblocks of your class features

College of Lore


Hit Points

Hit Dice: d8 per College of Lore 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: See Bard

Subclass Options

Bonus Proficiencies

At 3rd level, you gain proficiency with three skills of your choice.  

Cutting Words

Also at 3rd level, when a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.  

Additional Magical Secrets

At 6th level, you learn two spells of your choice from any classes. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.  

Peerless Skill

Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.
 

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Statblocks for race/species of the character.

Tiefling

Ability Score Increase
Size Medium
Speed 30ft Walking

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.   Hellish Resistance: You have resistance to fire damage.   Infernal Legacy: You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 4th-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once, and are able to see perfectly in this darkness. You regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.   Infernal Heritage: You gain additional features depending on which Deity runs through your bloodline.     Sidmir: You gain proficiency with Medium Armor, and three martial weapons of your choice. You Gain Proficiency in Athletics and Intimidate, and can use Intimidate based off of strength.   You Can Transform into a Demonic Aspect, Burning with Hellfire and being Consumed in an All-Out Rage.   The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you, and each target within 10 feet of you (30 Feet at level 18,) take fire damage equal to half your level at the start of your turn. All Strength-Based Melee attacks add 2d8 Fire Damage during this turn, and you can use Hellish Rebuke for free, a number of times equal to your level, during your transformation. After the Transformation ends (Willingly or Not,) you gain three levels of exhaustion. This can only be done once every six days.     Zokthys: Infernal Guile: You are Immune To Charm.   Infernal Charm: You have three talent points to spend on the Persuasion Tree.   Twisting Words: You have three talent points to spend on the Deception Tree.   Infernal Appearance: You gain Disguise Self at will.     Adite: Bestial Strength: You gain a +1 To Strength.   Bestial Hide: Your thick, unnatural skin allows you to shrug off blows most mortals would be wounded by. When benefiting from Unarmored Defense as a result of Monk or Barbarian, your base AC starts at 13.   Bestial Mutation: Choose one of the Following:   Infernal Wings: You possess hideous, bat-like wings. These Grant you a Fly Speed of 20 feet.   Infernal Fangs: You can, as a bonus action, Bite an enemy within 5 feet. This does 1d6 Fire damage, and requires a Melee Attack.   Infernal Resilience: You gain Advantage on Hit Die rolls during Level ups.   Infernal Gait: You have a Walking Speed of 35 Feet, and can Jump twice the normal distance.     Ledis: Tides of Fate: After a Short or Long Rest, the character may roll a d20. He may then record the result for use later. After a character within 30 feet of him makes a roll, the player may choose to replace the die with the rolled result.   Coin of Blood: The character possesses a cursed coin. Once per long rest, they can flip the coin, predicting the result. If their prediction was correct, they regain 4d10 hit die. If their prediction was incorrect, they take 4d10 damage. If this damage would reduce the character to 0 points, the character dies.   Master Of Destiny: Once per Long Rest, you can take a glimpse into the immediate future. For the next turn, (or next six seconds,) you gain advantage on all tests, and all attacks against you suffer disadvantage.

Languages. Common, Infernal, Primordial.

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Statblocks for your spells.

Level 0 Spells

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)

Sound Magic

Thunderclap

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 5ft
Duration Instantaneous
Components S

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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

PHB

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time 1 Action
Range 60 feet
Duration Instantaneous
Components V

You unleash a string of insults laved 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 1d8 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 increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Class(es): Bard

Saving ThrowWisdom
1d8 Psychic Damage

PHB: P. 282

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: V
Duration: Up to 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Available for: Cleric

Level 1 Spells

Faerie Fire

1-level Evocation

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Minute
Components V

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Class(es): Artificer, Bard, Druid, Cleric (Light Domain), Warlock (The Archfey)

Longstrider

1-level Transmutation

Casting Time 1 Action
Range Touch
Duration 1 Hour
Components V, S, M
Materials a pinch of dirt

You touch a creature. The target's speed increases by 10 feet until the spell ends.
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.

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

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)

Level 2 Spells

PHB: P. 250

Heat Metal

2-level Transmutation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a piece of iron and a flame
Duration: Concentration, Concentration, up to 1 minute
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.
Available for: Artificer, Bard, Druid

XGtE P. 163 / EE: P. 21 / PotA: P. 239

Pyrotechnics

2-level Transmutation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous

Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range.
You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.
Fireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Smoke: Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
Available for: Artificer, Bard, Sorcerer, Wizard

XGtE P. 165 / EE: P. 22 / PotA: P. 240

Skywrite

2-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Sight
Components: V, S
Duration: Concentration, Concentration, up to 1 hour
You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.
Available for: Artificer, Bard, Druid, Wizard

PHB: P. 289

Zone of Truth

2-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: 10 minutes
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.   An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
Available for: Bard, Cleric, Paladin

PHB: P. 230

Darkness

2-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, M
Materials: Bat fur and a drop of pitch or piece of coal
Duration: Concentration, up to 10 minutes
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Available for: Sorcerer, Warlock, Wizard

PHB

Hellish Rebuke

1-level Evocation

Casting Time: 1 reaction
Range/Area: 60ft
Components: Verbal, Somatic
Duration: Instantaneous
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot above 1st.

Level 3 Spells

PHB: P. 277

Speak with Plants

3-level Transmutation

Casting Time: 1 action
Range/Area: Self (30 feet radius)
Components: V, S
Duration: 10 minutes

You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.
  Plants might be able to perform other tasks on your behalf, at the DM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.
If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.
This spell can cause the plants created by the entangle spell to release a restrained creature.
Available for: Bard, Druid, Ranger

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