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Ruaridh MacAnna an Breac

Bard 3 Class & Level
Noble Background
Human (Albanach) Race
Neutral Good Alignment

Strength 6
-2
Dexterity 11
+0
constitution 12
+1
intelligence 11
+0
wisdom 14
+2
charisma 15
+2
Total Hit Dice 2
Hit Die
1d8+1
+2 proficiency bonus
-2 Strength
+2 Dexterity
+1 Constitution
+0 Intelligence
+2 Wisdom
+4 Charisma
saving throws
+1 Acrobatics
+3 Animal Handling
+3 Arcana
-1 Athletics
+5 Deception
+2 History
+6 Insight
+3 Intimidation
+1 Investigation
+3 Medicine
+2 Nature
+3 Perception
+6 Performance
+4 Persuasion
+3 Religion
+1 Sleight of Hands
+1 Stealth
+3 Survival
skills Dex ST, Cha ST, Arcana, Deception, History, Insight, Nature, Performance, Persuasion, Religion proficiencies

 
11
Armor Class
23
Hit Points
+3
Initiative
30'
Speed
WeaponAttackDamage
Rapier+21d8 p.
Dagger+21d4 p.
Hand xbow+41d6+2 p.
Attacks
Languages: Common, Elvish, Glenspeak
Light Armour
Weapons: Simple weapons, hand-crossbows, long swords, rapiers, short swords
Tools: Bagpipes, Lute, Shawm, Playing Cards
Proficiences
Ability: Cha
Spell Save DC: 12
Spell Attack Bonus: +4
Spellcasting
Rapier, Diplomat's Pack (chest, 2 cases for maps/scrolls, fine clothes (1), ink & pen, lamp, 2 oil flasks, 5 paper, perfume, sealing wax, soap), mandolin, leather armour, dagger (stolen from Laura), fine clothes (2), signet ring, pedigree scroll, bread (3/8 loaf for I), 9 good berries

60 CP, 24 SP, 124 GP
Equipment
Charming, respectful, humble, confident, quiet, principled, metric system
Personality Traits
Respect, independence, noble obligation, progress
Ideals
The common folk must see me as a hero of the people, the blood of the covenant is thicker than the water of the womb
Bonds
Condescending, patronizing
(unintentionally)
Flaws
-Bardic inspiration (BI, 2/LR (Cha)): Inspire one fellow player in a turn, they add a d6 to a roll of their choice
-Position of privilege
-Retainer
-Jack of all trades: add 1/2 proficiency to all non-proficient skills AND initiative (I have added +1 already for this)
-Song of rest: sing song to party during short rest, they add d6 hit points
-Cutting Words: React to another creature's roll, after roll but before DM determines success. Roll and expend a BI, subtract roll from creature's roll (Range 60')
-Expertise: add double proficiency to two proficient skills
-College of Lore
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

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 10ft
Duration Up to 1 hour
Components V, S

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Arcane Archer), 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

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)

Comprehend Languages

1-level Divination (ritual)

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S, M
Materials a pinch of soot and salt

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.   This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

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

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)

Speak with Animals

1-level Abjuration

Casting Time 1 Action
Range Self
Duration 10 Minutes
Components V, S

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Class(es): Bard, Druid, Ranger, Barbarian (Path of the Totem Warrior), Cleric (Nature Domain), Paladin (Oath of the Ancients)

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)

Level 2 Spells

Enhance Ability

2-level Transmutation

Casting Time 1 Action
Range Touch
Duration Concentration, Up to 1 hour
Components V, S, M
Materials fur or a feather from a beast

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

  • Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
  • Bull's Strength: The target has advantage on Strength checks, and its carrying capacity doubles.
  • Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
  • Eagle's Splendor: The target has advantage on Charisma checks.
  • Fox's Cunning: The target has advantage on Intelligence checks.
  • Owl's Wisdom: The target has advantage on Wisdom checks.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Class(es): Artificer, Bard, Cleric, Druid, Sorcerer

PHB: P. 221

Calm Emotions

2-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Concentration, Concentration, up to 1 minute
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.
Available for: Bard, Cleric

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


Created by

ColmMacGrioghair.

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