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Elkud Otimorn

1 Level (0/300 XP for level-up) Far traveler Background red half-dragon/Descendent of Hide Race / Species / Heritage Chaotic neutral Alignment
bard
Level 1
Hit Dice: 1/1
1d+3 Class 1

STR
9
-1
DEX
16
+3
CON
17
+3
INT
7
-2
WIS
14
+2
CHA
19
+4
11
Hit Points
+3
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+5 Dexterity
+3 Constitution
-2 Intelligence
+2 Wisdom
+6 Charisma
saving throws
+5 Acrobatics DEX
+2 Animal Handling WIS
-2 Arcana INT
-1 Athletics STR
+6 Deception CHA
-2 History INT
+4 Insight WIS
+4 Intimidation CHA
-2 Investigation INT
skills
+2 Medicine WIS
-2 Nature INT
+4 Perception WIS
+6 Performance CHA
+6 Persuasion CHA
-2 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Disguise Kit
Waterskin
Ration(5)
Candle(5)
Bedroll
Clothes, costume
Leather Armor
Lute
Backpack
Dagger

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
languages:common(REALLY BAD COMMON), draconic
Armor:Light armor
Weapons:hand crossbow,longsword,rapier,shortsword,simple weapons
Tools:flute,lute,viol,three-dragon ante set

Languages & Proficiencies
I know every story about dragons

I love to tell stories about dragons

Personality Traits
Community. the power of family is because of the help we give each other

Ideals
those i fight alongside are worth dying for

Bonds
im esaily distracted by anything to do with dragons

Flaws
1 cricket

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

Dagger

Weapon

Common

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.

Type Damage Damage Range
Simple Melee 1d4 Piercing 20/60

Cost: 2gp
Weight: 1 lb

PHB page 150.

Backpack

Adventuring Gear

Common

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a Bedroll or a coil of rope, to the outside of a backpack.

Cost: 2 gp
Weight: 5 lb

SRD

Lute

Instrument Varies

A lute is a traditional musical instrument often used in art as a symbol of the magic of music.    If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus.

Cost: 35 gp Weight: 2 lbs


 

Leather Armor

Armor (Light)

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.
Light 11 + Dex Modifier No

Cost: 10 gp
Weight: 10 lb

Clothes, costume

Adventuring Gear Common

Cost: 5gp Weight: 4lb


 

Bedroll

Adventuring Gear Common

Adventurers often don't know where they're going to sleep. Bedrolls help them get better sleep in haylofts or on the ground. A bedroll is bedding and a blanket thin enough to be rolled up and tied.

Cost: 1 gp Weight: 7 lb


 

DnD 5e SRD

Candle

Adventuring Gear Common

For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Cost: 1cp Weight: --


 

PHB, page 153. Available in the SRD.

Ration

Adventuring Gear Varies

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Cost: 5 sp Weight: 2 lbs


 

Waterskin

Adventuring Gear Common

A waterskin can hold 4 pints of liquid.

Cost: 2 sp Weight: 5 lb (full)


 

Disguise Kit

Tool Common

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

Cost: 25 gp Weight: 3 lb


 

The statblocks of your class features

Bard

hit dice: 1d8
hit points at 1st level: 8 + Con mod
hit points at higher levels: 1d8 (or 5) + Con mod for each Bard level beyond 1st
armor proficiencies: light armor
weapon proficiencies: simple weapons, hand crossbows, longswords, rapiers, shortswords
tools: three musical instruments of your choice
saving throws: Dexterity, Charisma
skills: Choose any 3.
starting equipment:
You start with the following items, plus anything provided by your background.

  • (a) a rapier, (b) a longsword, or (c) any simple weapon

  • (a) a diplomat's pack or (b) an entertainer's pack

  • (a) a lute or (b) any other musical instrument

  • Leather armor, and a dagger


Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
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 chapter 10 for the general rules of spellcasting and chapter 11 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, learning a 3rd cantrip at 4th level and a 4th at 10th level.  

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.   For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.  

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the Bard Spell List.   You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.  

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.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier

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 as a spellcasting focus for your bard spells.
class features:

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 (d6)

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 by spending Hit Dice at the end of the short rest, 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 optional 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 from the list of available colleges. 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.   At 10th level, you can choose another two skill proficiencies to gain this benefit.  

Ability Score Improvement

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature, or you may instead take a feat.  

Bardic Versatility

4th-level bard feature   Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus as you use your skills and magic:
  • Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from Expertise.
  • Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the bard spell list.

Bardic Inspiration (d8)

At 5th level, your Bardic Inspiration die changes to a d8.  

Font of Inspiration

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.  

Countercharm

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).  

Bard College feature

At 6th level, you gain a feature from your Bard College.  

Ability Score Improvement

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature, or you may instead take a feat.  

Song of Rest (d8)

At 9th level, the extra hit points gained from Song of Rest increases to 1d8.  

Bardic Inspiration (d10)

At 10th level, your Bardic Inspiration die changes to a d10.  

Expertise

At 10th level, you can choose another two skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.  

Magical Secrets

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. 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 and are included in the number in the Spells Known column of the Bard table.   You learn two additional spells from any classes at 14th level and again at 18th level.  

Ability Score Improvement

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature, or you may instead take a feat.  

Song of Rest (d10)

At 13th level, the extra hit points gained from Song of Rest increases to 1d10.  

Magical Secrets

At 14th level, choose two additional spells from any classes, including this one. 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 and are included in the number in the Spells Known column of the Bard table.  

Bard College feature

At 14th level, you gain a feature from your Bard College.  

Bardic Inspiration (d12)

At 15th level, your Bardic Inspiration die changes to a d12.  

Ability Score Improvement

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature, or you may instead take a feat.  

Song of Rest (d12)

At 17th level, the extra hit points gained from Song of Rest increases to 1d12.  

Magical Secrets

At 18th level, choose two additional spells from any class, including this one. 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 and are included in the number in the Spells Known column of the Bard table.  

Ability Score Improvement

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   If your DM allows the use of feats, you may instead take a feat.  

Superior Inspiration

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
LevelProficiency BonusFeaturesCantripsSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2Bardic Inspiration,Spellcasting242
2nd+2Jack of All Trades,Song of Rest (d6),Magical Inspiration253
3rd+2Bard College,Expertise2642
4th+2Ability Score Improvement,Bardic Versatility3743
5th+3Bardic Inspiration (d8),Font of Inspiration38432
6th+3Countercharm,Bard College feature39433
7th+33104331
8th+3Ability Score Improvement3114332
9th+4Song of Rest (d8)31243331
10th+4Bardic Inspiration (d10),Expertise,Magical Secrets41443332
11th+4415433321
12th+4Ability Score Improvement415433321
13th+5Song of Rest (d10)4164333211
14th+5Magical Secrets,Bard College feature4184333211
15th+5Bardic Inspiration (d12)41943332111
16th+5Ability Score Improvement41943332111
17th+6Song of Rest (d12)420433321111
18th+6Magical Secrets422433331111
19th+6Ability Score Improvement422433332111
20th+6Superior Inspiration422433332211

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Dragonborn (Half-Dragon)

Ability Score Increase +2 Cha
Size Medium
Speed 30 ft.

Rarely, a dragon will take one of the humanoid races as a mate. Born from this union is a lineage carrying their ancestors blood, and with it, some of the features a dragon possesses.   Draconic Heritage   Large, draconic wings capable of true flight. Claws that can rend even the toughest of armor. Hide that can turn away the sharpest of blades. As well as a sense of pride and a temperament that can match their ancestors. It is no wonder that half-dragons are often found in positions of power, being natural leaders.   Rulers of the Sky   Just as a dragon's hoard will be fiercely defended, so too will half-dragons pour every effort into protecting what they consider theirs. Racial Features   Ability Score Improvements. Your Charisma score increases by 2.   Age. Half-dragons have inherited some of the longevity of their draconic lineage. The average half-dragon matures quickly and lives several hundred years.   Alignment. Half-Dragons act based on their own sense of what is right and wrong. As a result, they often clash with established laws, making them Chaotic in nature.   Languages. Half-Dragons can speak, read and write Common and Draconic. Because of their status as leaders, they often know one more language, the one spoken most commonly within their territory.   Darkvision. Thanks to your Draconic Origins, 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.   Draconic Ancestry. You have Draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

Dragon Damage Type AoE Save
Black Acid 5x30ft. Line Dexterity
Blue Lightning 5x30ft. Line Dexterity
Brass Fire 5x30ft. Line Dexterity
Bronze Lightning 5x30ft. Line Dexterity
Copper Acid 5x30ft. Line Dexterity
Gold Fire 15ft. Cone Dexterity
Green Poison 15ft. Cone Constitution
Red Fire 15ft. Cone Dexterity
Silver Cold 15ft. Cone Constitution
White Cold 15ft. Cone Constitution :D
Breath Weapon. You can use your action to exhale destructive energy. Your Draconic Ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your Draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency Bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or Long Rest.   Damage Resistance. You have Resistance to the damage type associated with your Draconic ancestry.   Wings of the Wyvern. Your draconic origin has granted you a limited ability to fly. Spreading your wings mid-air will allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.   Sub-Races  

Descendent of Flight

  Your draconic heritage has shown itself through stronger wings and a nimbler body. Unlike your brethren, you possess the ability to properly fly.   Ability Score Improvement. Your Dexterity score increases by 1.   Wings of the Dragon. While not wearing Heavy Armor, you have a Fly Speed of 30ft., but must land during your turn or take fall damage. At 11th level you can fly even when wearing Heavy Armor and at 16th level your fly speed increases to 60ft.  

Descendent of Claw

  Your draconic heritage has shown itself through great strength and fierce claws. You are more than capable of ripping your opponents apart with your bare hands.   Ability Score Improvement. Your Strength score increases by 1.   Claws of the Drake. Your claws are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.  

Descendent of Hide

  Your draconic heritage has shown itself through a tougher hide and protective scales, which can turn even a blade away.   Ability Score Improvement. Your Constitution score increases by 1.   Hide of the Wyrm. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Player's Handbook 5E (WoC)

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 10 ft
Components: Verbal, Somatic
Duration: Up to 1 hour
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 casts 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.
Available for: Bard, Sorcerer, Warlock, Wizard

Player's Handbook p256

Mage Hand

0-level (Cantrip) Conjuration

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

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.

Available for: Bard, Sorcerer, Warlock, Wizard, Artificer

Level 1 Spells

Player's Handbook p239

Faerie Fire

1-level Evocation

Casting Time: 1 Action
Range/Area: 60ft (20ft cube)
Components: V
Duration: Concentration, 1 Minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Available for: Bard, Druid, Artificer, Light Domain, Twilight Domain, The Archfey

Player's Handbook p276

Silent Image

1-level Illusion

Casting Time: 1 Action
Range/Area: 60ft (15ft cube)
Components: V, S, M
Materials: A bit of fleece
Duration: 10 Minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Available for: Bard, Sorcerer, Wizard

Player's Handbook p276

Sleep

1-level Enchantment

Casting Time: 1 Action
Range/Area: 90ft (20ft radius)
Components: V, S, M
Materials: A pinch of fine sand, rose petals, or a cricket
Duration: 1 Minute

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.

Spell Level Dice
1 5d8
2 7d8
3 9d8
4 11d8
5 13d8
6 15d8
7 17d8
8 19d8
9 21d8
Available for: Bard, Sorcerer, Wizard, Twilight Domain, Oath of Redemption, The Archfey

SRD

Dissonant Whispers

1-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: instantaneous
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Bard

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


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WizeWizzard.

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