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Sithur Athres

Bard (Glamour) 9 Class & Level
Entertainer Background
Ash Elf Race
Chaotic Good Alignment

Strength 16
+3
Dexterity 14
+2
constitution 12
+1
intelligence 10
+0
wisdom 16
+3
charisma 18
+4
Total Hit Dice 9
Hit Die
1d8+1
+4 proficiency bonus
+3 Strength
+4 Dexterity
+1 Constitution
+0 Intelligence
+3 Wisdom
+6 Charisma
saving throws
+2 Acrobatics
+3 Animal Handling
+0 Arcana
+3 Athletics
+4 Deception
+0 History
+7 Insight
+4 Intimidation
+1 Investigation
+3 Medicine
-1 Nature
+3 Perception
+10 Performance
+6 Persuasion
+0 Religion
+2 Sleight of Hands
+2 Stealth
+3 Survival
skills GENERAL  
  • Performance
  • Insight and persuasion for others but not myself
  • TOOLS  
  • Disguise kit
  • Lute
  • proficiencies

     
    14
    Armor Class
    62
    Hit Points
    +2
    Initiative
    30
    Speed
    WeaponAttackDamage
    Swordroll 1d20+31d10+2
    Daggerroll 1d20+3roll 1d4+2 piercing
    - Finesse
    - Light
    -Throw
    Crossbowroll 1d20+2roll 1d8 piercing
    - Ammunition (20 bolts)
    - Loading
    - 2 handed
    Attacks
    GENERAL

  • Performance

  • Athletics

  • Insight and persuasion for others but not myself

  • TOOLS

  • Disguise kit

  • Lute

  • String Bass

  • Singing

  • Horn

  • ARMOR

    Light Armor

    WEAPONS

    Simple Weapons

    Hand Crossbow

    Longswords

    Rapiers

    Short Swords
    Proficiences
    - Dancing Lights

  • Vicious Mockery

  • Detect Magic

  • Healing Word

  • Heroism

  • Charm Person

  • Thunderwave
  • Spellcasting
    - Crossbow

  • Longsword

  • Dagger

  • Backpack

  • Bedroll

  • 3 costumes

  • 5 candles

  • 5 days of rations

  • a water skin

  • a disguise kit

  • Lute

  • Small Horn

  • Leather Armor

  • Family Portrait

  • 28 gold pieces

  • 1 Elektrum
  • Equipment
    Prone to anger, quick to endear towards others, sometimes hard to love because their of very bombastic and loud personality. Relatively intelligent but does not call upon ones intelligence in decision making and is often irrational due to their uneven temperament. Deeply talented in music, has a strong attachment to artistic expression. Fairly religious, and informed on the religious lores of Forgosia but not especially so. Flirtatious and witty often when not trying to be.
    Personality Traits
    - Learning to love oneself, and others to do the same despite barely being able to practice such.
  • Accountability, holding others and to some extent oneself accountable.
  • Honor, wants a fair fight. Wishes for other people to have their fair chance in life.
  • Friendship, would do anything for his friends.
  • Courage, not too afraid to die and will do whatever.
  • Ideals
    Killed ones own best friend, though community understands because it was a fight over a serious matter and trial by combat is accepted, his best friends family resents him deeply. Relatively close with ones immediate and extended family, however feeling alienated by his own eccentricities however still loyal. Has a deep relationship with his Bard mentor who taught him how to play and tap into the world song.
    Bonds
    Irrational and emotional in decision making.

    Often unsure of oneself and is prone to episodes of intense guilt and self loathing due to past trauma.

    Despite being entirely for accountability sometimes has a very hard time holding oneself accountable for their bad behavior and this can lead to conflict with others.


    Flaws
    - Loud

  • Kind (usually)

  • Prone to violence

  • Bisexual

  • Flirty

  • Complimentary

  • Witty (sometimes)

  • Insecure although determined

  • MECHANICS

  • Instrumentalist

  • Singer

  • Storyteller

  • By Popular Demand

  • Bardic Inspiration (roll d8)

  • Jack Of All Trades

  • Mantle Of Majesty

  • Song of Rest (roll d8)
  • Features & Traits

    Heroes Enabled

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

    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 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

    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


     

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Darkvision

    You can see in dim light as if it were bright light in a radius of 60 feet, and you can see in darkness as if it were dim light in a radius of 60 feet. You cannot discern color in darkness.

    Volcanic Resistance

    You have resistance to fire and poison damage, and have advantage on Constitution saving throws against poison.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Dancing Lights

    0-level (Cantrip) Evocation

    Casting Time 1 Action
    Range 120ft
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials (a bit of phosphorus or wychwood, or a glowworm)

    You create up to four torch sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10 foot radius.   As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

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

    Vicious Mockery

    0-level (Cantrip) Enchantment

    Casting Time 1 Action
    Range 60ft
    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 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

    PHB

    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

    Detect Magic

    1-level Divination

    Casting Time 1 Action
    Range Self
    Duration Concentration, Up to Ten Minutes
    Components V, S

    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.   The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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

    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)

    Heroism

    1-level Enchantment

    Casting Time 1 Action
    Range Touch
    Duration Concentration, up to 1 Minute
    Components V, S

    A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
    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): Bard, Paladin, Artificer (Battle Smith)

    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)

    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)

    Puppet

    1-level Enchantment

    Casting Time 1 action
    Range 120 ft.
    Duration Instantaneous
    Components V

    Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.

    Class(es): Bard, Warlock, Wizard

    Level 2 Spells

    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)

    Basic Rules , pg. 276

    Sleep

    1-level Enchantment

    Casting Time 1 Action
    Range 90 ft (to 20 ft)
    Duration 1 Minute
    Components V, S, M
    Materials A pinch of fine sands, rose petals, or a cricket.

    Damage Type: Unconscious   Saving Throws: None   Description: 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

    Level 3 Spells

    Basic Rules , pg. 218

    Bestow Curse

    3-level Necromancy

    Casting Time 1 Action
    Range Touch
    Duration 1 Minute
    Components V, S

    Damage Type: Debuff   Saving Throws: Wisdom   Description: You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. While cursed, the target has disadvantage on attack rolls against you. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.   A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

    At higher levels:
    If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

    Class(es): Bard, Cleric, Wizard

    Level 4 Spells

    5th Edition

    Polymorph

    4-level Transmutation

    Casting Time: 1 action
    Range/Area: 60ft
    Components: Verbal, Somatic, Material
    Materials: Caterpillar cocoon
    Duration: Concentration, up to 1 hour
    This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.
      The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
      The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
      The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.
      The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
    Available for: Bard, Druid, Sorcerer, Wizard

    Phantasmal Killer

    4-level Illusion

    Casting Time 1 Action
    Range 120ft
    Duration up to 1 Minute
    Components V, S

    You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.
    At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

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

    Level 5 Spells

    Geas

    5-level Enchantment

    Casting Time 1 minute
    Range 60 feet
    Duration 30 days
    Components V

    You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.   You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.   You can end the spell early by using an action to dismiss it. A Remove Curse, Greater Restoration, or Wish spell also ends it.
    At higher levels: When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

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

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


    Created by

    Innuendos.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed