Remove these ads. Join the Worldbuilders Guild

Leath Sithfile

Lore Bard 4 Class & Level
Urchin Background
Half-Elf Race
Chaotic Good Alignment

Strength 8
-1
Dexterity 16
+3
constitution 12
+1
intelligence 14
+2
wisdom 10
+0
charisma 16
+3
Total Hit Dice 4
Hit Die
1d8+1
+2 proficiency bonus
-1 Strength
+5 Dexterity
+1 Constitution
+2 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+4 Acrobatics
+1 Animal Handling
+3 Arcana
+1 Athletics
+5 Deception
+3 History
+2 Insight
+4 Intimidation
+3 Investigation
+1 Medicine
+4 Nature
+4 Perception
+5 Performance
+5 Persuasion
+3 Religion
+5 Sleight of Hands
+7 Stealth
+2 Survival
skills Athletics, Deception, Insight, Nature, Perception (Expert), Performance, Persuasion, Sleight of Hand, Stealth (Expert), Survival proficiencies

 
14
Armor Class
28
Hit Points
+3
Initiative
30
Speed
Rapier 1d20+5 1d8+3
Dagger (20/60) 1d20+5 1d4+3
Attacks
Weapons: Lt Armour, Simp Weap, Longswords, Shortswords, Rapiers, Hand Crossbows
Tools: Disguise Kits, Thieves' Tools
Instruments: Lute, Panflute, Bodhran
Proficiences
Spell Save DC: 13
Spell Attack Modifier: +5

Cantrip 1
Cantrip 2
Cantrip 3
Spell 1
Spell 2
Spell 3
Spell 4
Spell 5
Spell 6
Spell 7
Spellcasting
Rapier, dagger
Leather Armour
Entertainer's pack, lute, small knife, map of home town, pet mouse, token to remember family by, common clothes, 10gp
Equipment
Languages: Common, Elvish
Race: Darkvision, Fey Ancestry
College of Lore: Bardic Inspiration, Cutting Words, Song of Rest
Urchin: City Secrets
ASI/Feat
Features & Traits

Heroes Enabled

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

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.

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.
 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Half-Elf

Ability Score Increase +2 CHA, +1 to two other ability scores of your choice
Size Medium
Speed 30ft

Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic talent of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.


Of Two Worlds

To humans, half-elves look like elves, and to elves, they look human. In height, they're on par with both parents, though they're neither as slender as elves nor as broad as humans. They range form under 5ft to about 6t tall, and from 100 to 180lbs, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than among either ancestry. They tend to have the eyes of their elvish parents.


Diplomats or Wanderers

Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.

In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some half-elves prefer to avoid company altogether, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.


Half-Elf Traits

Age: Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

Size: Half-elves are about the same size as humans, ranging from 5 to 6ft tall and from 100 to 180lbs.

Darkvision: Thanks to your elf blood, you have superior vision in dark and dim condition. You can see in dim light within 60ft 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.

Skill Versatility: You gain proficiency in two skills of your choice.


Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Gobatron.

Statblock Type

Character Sheet (Legacy)

Link/Embed