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Viola

4 Level (0/6500 XP for level-up) Tenraiu Background Aasimar Race / Species / Heritage Chaotic Neutral Alignment
Bard (College of Swords)
Level 4
Hit Dice: 4/4
1d10+3 Class 1

STR
10
+0
DEX
20
+5
CON
17
+3
INT
13
+1
WIS
13
+1
CHA
20
+5
39
Hit Points
+6
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
5 / 5
Bardic Dice
Spellcasting ...
+7 Attack mod
CHA Ability
+5 Abi Mod
15 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Jack of all Trades
+0 Strength
+7 Dexterity
+3 Constitution
+1 Intelligence
+1 Wisdom
+7 Charisma
saving throws
+7 Acrobatics DEX
+2 Animal Handling WIS
+2 Arcana INT
+1 Athletics STR
+6 Deception CHA
+2 History INT
+2 Insight WIS
+6 Intimidation CHA
+2 Investigation INT
+7 Moosic Instrument CHA
+7 Moosic Intsrument CHA
+7 Moosic Instrument CHA
+7 Disguise Kit CHA
skills
+2 Medicine WIS
+2 Nature INT
+2 Perception WIS
+9 Performance CHA
+9 Persuasion CHA
+2 Religion INT
+6 Sleight of Hand DEX
+6 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Raiper +7 DEX 1d8+5 Piercing
 Finesse
Dagger +7 DEX 1d4+5 Piercing
 Light, Finesse, Thrown (20/60)
Attacks

Spell Book

Starting Stats: 10-STR/17-DEX/17-CON/13-INT/13-WIS/17-CHA
Background, Class & Race
Extra Language - Celestial
ASI - +2 DEX, +1 CHA and +1 DEX (Background)
Class Skill Proficiencies: Disguise Kit, 3x Moosic Instruments, Performance, Persuasion
Background Proficiency: Acrobatics
Aasimar
Celestial Resistance: You have resistance to necrotic damage and radiant damage.

Dark-vision: 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 discern colors in that darkness only as shades of gray.

Healing Hands: As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest.

Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it.

Celestial Revelation: When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can't use it again until you finish a long rest.

Radiant Soul: Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
College of Swords
Bonus Proficiencies:
When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.

If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.

Fighting Style:
At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Blade Flourish:
At 3rd level, you learn to perform impressive displays of martial prowess and speed.

Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.

Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.

Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.

Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
Feats
Dual Wielder
You master fighting with two weapons, gaining the following benefits:

You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.

You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.

You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

War Caster (Level 4; +2 CHA)
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Background Stuf
Tenraiu Background:
+1 to either STR, DEX, or CON
The warriors of Tenraiu have hardened and trained your body and mind to become acclimated for any battle scenario. Because of this you gain advantage on Initiative checks OR you can forgo your advantage to instantly learn a single skill of the enemy. Also, when spending Hit Dice during a Short Rest, your Hit Die count as the next tier up for your Class (ie. 1d8->1d10, 1d10->1d12).
You gain proficiency in either Athletics or Acrobatics or 1 Tool of your choice (Not including Thieves Tools)

Rakurai Village:
Those in the powerful village known as Rakurai have trained to harness the mighty power of the skies in the form of Lightning and Thunder based magic. Spending some time learning their ways you have gained additional spells:

Cantrips:
Lightning Lure/Booming Blade

1st Level:
Witch Bolt/Thunder wave

2nd Level:
Lightning Blade/Shatter

3rd Level:
Lightning Bolt/Thunder Step

4th Level:
Storm Sphere/Thunder Field

5th Level:
Lightning Crash/Sonic Boom

Features & Traits
Equipped
Dagger
2x Rapier
Leather Armor
White and Gold Dress (Costume)
Inventory
Backpack
Bedroll
5x Candles
5x Days of Rations
4x Potions of Healing
Disguise Kit
Dress (Costume)
Moosic Instrument
Waterskin

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 658, Platinum: 0 Money
Cantrips
Booming Blade (Rakurai Village), Light (Aasimar) Lightning Lure (Rakurai Village), Mending, Prestidigitation
1st Level Spells
Charm Person, Healing Word, Silvery Barbs, Thunder Wave (Rakurai Village), Witch Bolt (Rakurai Village)
2nd Level Spells
Enhance Ability, Lightning Blade (Rakurai Village), Mirror Image, See Invisibility, Shatter (Rakurai Village), Sugge
Spellcasting
Proficiencies: Acrobatics (background), Disguise Kit, 3x Moosic Instruments, Performance, Persuasion
Languages: Common, Celestial
Armor Proficiencies: Light Armor, Medium Armor (College of Swords)
Weapon Proficiencies: Simple weapons, Hand Crossbows, Longswords, Rapiers, Shortswords, Scimitars (College of Swords)
Bard
Spellcasting:
You have learned 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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.

Cantrips:
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.

Spell Slots:
The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spellcasting Ability:
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Ritual Casting:
You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus:
You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.

Bardic Inspiration:
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Jack of All Trades:
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Song of Rest:
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Magical Inspiration:
2nd-level bard feature
If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

Bard College:
At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.

Expertise:
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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