Remove these ads. Join the Worldbuilders Guild

Raindrop "Rain" Dewberry

7 Level (23000/34000 XP for level-up) Guild Artisan / Guild Merchant Background Tabaxi Race / Species / Heritage Chaotic Good Alignment
Bard
Level 7
Hit Dice: 7/7
1d8+1 Class 1

STR
10
+0
DEX
15
+2
CON
12
+1
INT
11
+0
WIS
12
+1
CHA
17
+3
45
Hit Points
+2
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
2 / 3
Bardic Inspiration
Spellcasting ...
+6 Attack mod
CHA Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Jack of all Trades
+0 Strength
+5 Dexterity
+1 Constitution
+0 Intelligence
+1 Wisdom
+6 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+1 Athletics STR
+6 Deception CHA
+1 History INT
+4 Insight WIS
+4 Intimidation CHA
+3 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+7 Perception WIS
+9 Performance CHA
+6 Persuasion CHA
+1 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +5 DEX 1d4+2 Piercing
 Finesse, Light, Thrown
Unarmed Strike +3 STR 1 Bludgeoning
Cat's Claws +3 STR 1d6 Slashing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mage Hand +6 1 action 30 ft 1 minute VS
 Notes: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.
Message +6 1 Action 120 ft 1 round VSM
 Notes: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.
Prestidigitation +6 1 action 10 ft 1 hour VS
 Notes: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 cast 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.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Boysenberry's Viscous Mockery +6 1 action 60 ft Instantaneous 2d4 V
 Notes:You unleash a string of insults laced with all kinds of digusting goo and mucus 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 2d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. It also is now covered in a slimy viscous mucus and must make a Dexterity saving throw or drop anything they are holding
Cure Wounds +6 1 action Touch Instantaneous 1d8+3 VS
 Notes: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.
Healing Word +6 1 bonus action 60 ft Instantaneous 1d4+3 V
 Notes: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.
Silvery Barbs +6 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw 60 ft Instantaneous V
 Notes:You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +6 1 action Touch Instantaneous 1d8+3 + VS
 Notes: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.
Healing Word +6 1 bonus action 60 ft Instantaneous 1d4+3 + V
 Notes: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.
Knock +6 1 action 60 ft Instantaneous V
 Notes:Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
Lesser Restoration +6 1 action Touch Instantaneous VS
 Notes:You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Shatter +6 1 action 60 ft/ 10ft sphere Instantaneous 3d8 VSM
 Notes:A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +6 1 action Touch Instantaneous 1d8+3 + VS
 Notes: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.
Healing Word +6 1 bonus action 60 ft Instantaneous 1d4+3 + V
 Notes: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.
Shatter +6 1 action 60 ft/ 10ft sphere Instantaneous 3d8 + VSM
 Notes:A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
Plant Growth +6 Special 150 ft Instantaneous VS
 Notes:This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
Catnap +6 1 action 30ft 10 minutes 5d6 SM
 Notes:You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.

Level 4 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +6 1 action Touch Instantaneous 1d8+3 + VS
 Notes: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.
Healing Word +6 1 bonus action 60 ft Instantaneous 1d4+3 + V
 Notes: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.
Shatter +6 1 action 60 ft/ 10ft sphere Instantaneous 3d8 + VSM
 Notes:A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
Masenko +6 1 action Self Instantaneous VS
 Notes:You fire a ray of light out of your hands. All creatures in a line that is 60 feet long and 5 feet wide must make a Dexterity saving throw. They take 5d6 radiant damage on a failed save, or half as much damage on a successful one. If damage from Masenko reduces a creature to less than 10 hit points, it is fatally vaporized.
Bard Features

Hit Points
Hit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st

Proficiencies
Lyre
Birdpipes
Drum
Investigation
Deception
Performance

Spellcasting
You can cast known bard spells using CHA as your spellcasting modifier (Spell DC 14, Spell Attack +6) and known bard spells as rituals if they have the ritual tag. You can use a musical instrument as a spellcasting focus.

Bardic Inspiration • d8
As a bonus action, a creature (other than you) within 60 ft. that can hear you gains an inspiration die (1d8). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
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.

Jack of All Trades
You can add half your proficiency bonus, rounded down ( +1 ), to any ability check you make that doesn’t already include it.

Song of Rest+1d6 HP
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.

Bard College
Maid Guild Bard
Affectionate Touch:
At 3rd level, your affectionate gestures can provide a touch of healing. Whenever you use the Healing Word or Cure Wounds spell to restore hit points to a creature, the target gains additional hit points equal to your bardic inspiration die. This additional healing represents the emotional comfort and care you provide through your gentle touch.

Maid’s Grace:
Also at 3rd level, your nimble movements and attention to detail grant you additional benefits. You gain proficiency in Dexterity (Sleight of Hand) and Wisdom (Insight) skills. If you already have proficiency in either of these skills, you can choose another skill from the bard class’s skill list instead.

Inspiring Presence:
Starting at 6th level, your caring and supportive presence inspires those around you. As a bonus action, you can spend a bardic inspiration die and then choose a creature within 30 feet of you to gain temporary hit points equal to your Charisma modifier + roll of your bardic inspiration die. The creature also has advantage on the next saving throw it makes before the start of your next turn.

Expertise
Your proficiency bonus is doubled for any ability check you make with chosen proficiencies (2 at 3rd and 10th level).
Perception
Performance

Ability Score Improvement
Charisma Score
Dexterity Score

Font of Inspiration
You regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Countercharm
As an action, you can perform until the end of your next turn. During that time, you and any friendly creatures within 30 ft. that can hear you gain advantage on saving throws against being frightened or charmed.

Racial Traits

Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1.
Increase two scores (+2 / +1)
Dexterity Score
Charisma Score


Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Sylvan

Creature Type
You are a Humanoid.

Size
You are Medium or Small. You choose the size when you select this race.
Medium

Speed
Your walking speed is 30 ft., and you have a climbing speed equal to your walking speed.

Cat’s Claws
You can use your claws to make unarmed strikes. When you hit with them, you deal 1d6+0 slashing damage.

Cat’s Talent
You’re proficient in Perception and Stealth.

Darkvision
You can see in dim light within 60 ft. of you as if it were bright light and in darkness as if it were dim light, only discerning colors in that darkness as shades of gray.

Feline Agility
When you move on your turn in combat, you can double your speed until the end of the turn. Once used, you can’t use this trait again until you move 0 ft. on one of your turns.

Features & Traits
Gem of Seeing, Spirit Stone, Barrier Tattoo (Rare), Dagger, Backpack, Clothes Costume, Birdpipes, Bedroll, Candle, Clothes Costume, Potion of Healing, Rations (1 day), Waterskin, Disguise Kit, Library Door Key, Twilight Meridian Dream tea

Equipment Copper: 0, Silver: 4, Electrum: 0, Gold: 48, Platinum: 0 Money
Sylvan, Common, Abyssal

Languages & Proficiencies
Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
I believe that anything worth doing is worth doing right. I can’t help it—I’m a perfectionist.

Personality Traits
Generosity. My talents were given to me so that I could use them to benefit the world. (Good)

Ideals
I owe my guild a great debt for forging me into the person I am today.

Bonds
Sometimes I take my job too seriously-- I'll follow instructions to a fault

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.

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

Dagger

Weapon

Varies

Dueling Blade, One-Handed, Conceal, Finesse, Light, Thrown (20/60)

Any blade about forearm length and smaller can be called a dagger, and there are as many styles of daggers as there are cultures in existence. Nearly all daggers are weapons of opportunity, but some devote their lives to the style. The master can make blindingly fast attacks even while they focus their attention elsewhere.

Type Damage Damage Range
Simple Melee 1d4 Slashing 20/60ft


The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Tabaxi

ability score increase: Your Dexterity score increases by 2, and your Charisma score increases by 1.
age: Tabaxi have lifespans equivalent to humans.
Size: Medium
speed: 30ft
Languages: You can speak, read, and write Common and one other language of your choice.
race features:
Darkvision. You have a cat's keen senses, especially in the dark. 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.   Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.   Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Cat's Talent. You have proficiency in the Perception and Stealth skills.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

ardenrachel.

Statblock Type

Character Sheet (latest)

Link/Embed