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Lucan

Bard 2 Class & Level
Sailor Background
Half-elf Race
Lawful Neutral Alignment

Strength 18
+4
Dexterity 9
-1
constitution 4
-3
intelligence 11
+0
wisdom 16
+3
charisma 11
+0
Total Hit Dice 8
Hit Die
1d8-3
+2 proficiency bonus
+4 Strength
-1 Dexterity
-3 Constitution
+0 Intelligence
+3 Wisdom
-1 Charisma
saving throws
-1 Acrobatics
+3 Animal Handling
+0 Arcana
+6 Athletics
+3 Deception
+0 History
+3 Insight
+0 Intimidation
+0 Investigation
+3 Medicine
+0 Nature
+5 Perception
+4 Performance
+2 Persuasion
+0 Religion
+1 Sleight of Hands
-1 Stealth
+3 Survival
skills Athletics, Deception, Perception, Persuasion, Sleight of Hand & Expertise in Performance proficiencies

 
10
Armor Class
5
Hit Points
-1
Initiative
30 ft.
Speed
Dagger 1d20+2 1d4+2
Longsword 1d20+2 1d8+2
Attacks
- Languages:
Common, Elvish, Draconic, Dwarvish

  • Tools:
  • Light armor, Simple weapons, Hand crossbows, Longswords, Rapiers, Navigator's tools, Water vehicles

  • Instruments:
  • Cowbell, Guitar, Piano
    Proficiences
    Leather Armor
    Entertainer's pack
  • backpack
  • bedroll
  • 5 candles
  • waterskin
  • 2 costumes
  • Cowbell
    Longsword
    Belaying pin
    50 ft. Silk rope
    Common clothes
    Lucky trinket: An invitation to a party where a murder happened
    Equipment
    Darkvision
    Fey Ancestry
    Prodigy
    Ship's Passage
    Cannot drink fresh water
    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

    Longsword

    Melee Weapon Versatile Common

    Type Damage Damage Range Properties
    Martial 1d8 / 1d10 Slashing Versatile

    Cost: 15 gp Weight: 3 lb


     

    Dnd 5e SRD

    Entertainer's Pack

    Adventuring Gear Common

    Includes: • a Backpack • a Bedroll • 2 costumes • 5 candles • 5 days of Rations • a Waterskin • a Disguise Kit.


     

    PHB 153

    Rope, silk

    Adventuring Gear Common

    The rope has 2 hit points and can be burst with a DC 17 Strength check. Normally 50 feet.

    Cost: 10 gp Weight: 5 lb.


     

    DnD 5e SRD

    Clothes, Common

    Adventuring Gear Common

    This set of clothes could consist of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.

    Cost: 5sp Weight: 3lb


     

    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


     

    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.

    Half-Elf

    Ability Score Increase +2 Charisma +1 to two abilities of your choice.
    Size Medium
    Speed 30 ft

    Half-Elves

     

    Lore

     

    Half-Elf Traits

     

    Ability Score Increase

    Your Charisma score increases by 2, and two other ability scores of your choice each increase by 1.

    Age

    Half-elves age at much the same rate as humans, reaching adulthood at the age of 20. They live much longer than humans, however, often exceeding 180 years.

    Alignment

    Half-elves share the chaotic bent of their elven heritage. They both value personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. They are good and evil in equal numbers, a trait they share with their human parents.

    Size

    Half-elves are more or less the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

    Speed

    Your base walking speed is 30 feet.

    Darkvision

    Thanks to your elven 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. You can't discern color in darkness, only shades of gray.

    Fey Ancestry

    You have advantage on saving throws against being charmed, and magic can't put you to sleep.

    Languages

    You can read, speak, and write Common, Elven, and one language of your choice.

    Half-Elf Versatility

    Choose one of the following traits:   Skill Versatility (General) You gain proficiency in two skills of your choice. Elf Weapon Training (High or Wood Elf Heritage)You have proficiency with the longsword, shortsword, shortbow, and longbow.   Cantrip (High Elf Heritage) You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.   Fleet of Foot (Wood Elf Heritage) Your base walking speed increases to 35 feet.   Mask of the Wild (Wood Elf Heritage) You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.   Drow Magic (Dark Elf Heritage) You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire once, and it recharges after a long rest. When you reach 5th level, you can cast Darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.   Swim Speed (Sea Elf Heritage) You have a swimming speed of 30 feet.
     

    Languages. Common, Elvish and One of your choice.

    Statblocks for companions, followers and other allies.

    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)

    Mage Hand

    0-level (Cantrip) Conjuration

    Casting Time 1 Action
    Range 30ft
    Duration 1 Minute
    Components V, S

    A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.   You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.   The hand can't attack, activate magic items, or carry more than 10 pounds.

    Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), 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)

    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)

    Haunted One

    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.

    DnD5e SRD

    Bell

    Adventuring Gear Common

    A standard bell that rings, typically used for signaling.

    Cost: 1 gp Weight: .5 lbs


     

    Created by

    rocandrol.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed