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Ashira Gillian

1 Level (0/300 XP for level-up) Criminal / Spy Background Tiefling Race / Species / Heritage Chaotic Neutral Alignment
Bard
Level 1
Hit Dice: 1/1
1d8+2 Class 1

STR
13
+1
DEX
16
+3
CON
14
+2
INT
14
+2
WIS
9
-1
CHA
20
+5
10
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+5 Dexterity
+2 Constitution
+2 Intelligence
-1 Wisdom
+7 Charisma
saving throws
+3 Acrobatics DEX
-1 Animal Handling WIS
+2 Arcana INT
+1 Athletics STR
+7 Deception CHA
+2 History INT
-1 Insight WIS
+5 Intimidation CHA
+2 Investigation INT
skills
-1 Medicine WIS
+2 Nature INT
+1 Perception WIS
+7 Performance CHA
+7 Persuasion CHA
+2 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +3 DEX 1d4+3 Piercing
 Finesse, Light, Thrown
Rapier +5 DEX 1d8+3 Piercing
 Finesse
Attacks
Bardic Inspiration
Darkvision
Hellish Resistance
Infernal Legacy

Features & Traits
Leather Armor, Dagger, Rapier, Backpack, Clothes Common, Crowbar, Lute, Bedroll, Candle, Clothes Costume, Rations (1 day), Waterskin, Disguise Kit

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Common, Infernal
Light Armor
Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons
Dice Set, Drum, Lute, Pan Flute, Thieves' Tools

Languages & Proficiencies
I don’t pay attention to the risks in a situation. Never tell me the odds.
I would rather make a new friend than a new enemy.

Personality Traits
Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)

Ideals
Something important was taken from me, and I aim to steal it back.

Bonds
An innocent person is in prison for a crime that I committed. Im okay with that.

Flaws


™ & © 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.

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Level 0 Spells

PHB

Light

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, M
Materials: a firefly or phosphorescent moss
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

PHB

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
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).

Level 1 Spells

Charm Person

1-level Enchantment

Casting Time: 1 action
Range/Area: 30’ (Close)
Components: V, S
Duration: 1 day/caster level
Saving Throw: Charisma negates
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target as having “goodwill” towards you). If the creature is currently being threatened or attacked by you or your allies, however, it has advantage on its saving throw.
The spell does not enable you to control the charmed person as if he or she were an automaton, but he or she perceives your words and actions in the most favorable way, and suffers from the charmed condition (see Appendix A). You can try to give the subject orders, but you must make a Charisma (Persuasion) check in order to convince the target to do anything he or she wouldn’t ordinarily do (retries are not allowed).
The target never obeys suicidal or obviously harmful orders, but might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.
Available for: Wizard

PHB

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Instantaneous
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.

PHB

Healing Word

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
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.

PHB

Detect Magic

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Concentration, 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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