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Vivace Silverspear

4 Level (0/6500 XP for level-up) Custom Background (Draconic Noble Family) Background Young Dragon (Sapphire) Race / Species / Heritage Neutral Good Alignment
College of The Harmony Hunter Bard
Level 4
Hit Dice: 4/4
1d8+2 Class 1

STR
10
+0
DEX
19
+4
CON
14
+2
INT
12
+1
WIS
13
+1
CHA
20
+5
28
Hit Points
+4
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30/30/30
Speed (walk/run/fly)
5 / 5
Bardic Inspiration
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
+6 Dexterity
+2 Constitution
+1 Intelligence
+1 Wisdom
+7 Charisma
saving throws
+6 Acrobatics DEX
+2 Animal Handling WIS
+2 Arcana INT
+1 Athletics STR
+7 Deception CHA
+2 History INT
+2 Insight WIS
+7 Intimidation CHA
+5 Investigation INT
skills
+2 Medicine WIS
+2 Nature INT
+2 Perception WIS
+9 Performance CHA
+7 Persuasion CHA
+2 Religion INT
+6 Sleight of Hand DEX
+5 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Background
Background
Custom Background(Draconic Noble Family)
Background Knowledge: Choose two skills & One Language(Dwarf) to gain proficiency in.

Background Strength & Weakness: +2(Charisma) ASI, and a -1(Strength) ASI (Cannot be the same stat)

Background Boon; Aberrant Dragonmark

Voice of Nobility: Whenever you finish a long rest you gain 100gp within your sack as it magically appears, in addition you gain a 10% discount when buying and selling items to any business.
Once per long rest, you can cast command.
Boon of Luck
You can add a d10 roll to any ability check, attack roll, or saving throw you make. Once you use this boon, you can't use it again until you finish a short rest.




Race
Race
Young Dragon
Young Dragons are stronger versions of Dragonlings due to their increased size, strength, and the full manifestation of their elemental breath weapons. These dragons, while not yet reaching the immense power of their adult counterparts, are formidable creatures in their own right. They are known for their insatiable hunger for knowledge, hoarding treasures, and establishing territories that reflect their individual personalities and ancestry.

The birth of Young Dragons from the Mother of Dragons and their evolution from Dragonlings are pivotal moments in the ever-turning cycle of draconic life. It is a cycle steeped in ancient magic that even the wisest elder dragons do not know of, as the Mother keeps her secrets.

ASI: +2 (Dexterity) and +1 (Charisma) ASI

Size: Large, Medium when under the alter self spell

Speed: 30ft walk, fly speed equal to walk speed

Age: They reach maturity when a dragonling and live up to 100 years old, upon death of old age they may roll a 1d100, on a 20 or lower they evolve into a Adult Dragon and regain all hp.

Dragon's Darkvision: You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You can discern colors in darkness. You also have 30ft blindsight, any source that gives you additional blindsight less than what you already have will give you an additional 10ft.

Dragon Ancestry: You have resistance to a specific damage type associated with your draconic ancestry (Thunder).

Dragon breath: When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy. On a failed save, the creature takes Xd10 damage of the type associated with your Dragon Ancestry. X equals double your proficiency. You can use your Dragon Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. (DC = 8 + your Constitution modifier + your proficiency bonus)

Draconic Armour: While not wearing armour, your base AC is 18, and cannot go below regardless of what kind of armour you are wearing.

Draconic Spell-casting: Through your inherent connection to the tapestry of the draconic weave, you possess the knowledge of specific spells infused with draconic energy. You gain the ability to cast alter self at will, and at 1st level, you choose one 1st level spell. Upon reaching 3rd level, you can select one 2nd level spell, and at 5th level, you may choose one 3rd level spell. These chosen spells integrate into your draconic repertoire, allowing you to cast each of them once per day without expending a spell slot. Alternatively, you have the option to cast these spells using spell slots of the appropriate level. Intelligence, Wisdom, Charisma, or Constitution is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Languages: You can speak, read, and write Common and Draconic.

(Refer to Dragonling Breath Weapon Table for damage type and effect)




Class
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.

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.

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.

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.


Feats
Feat:
Abberant Dragonmark
You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:

  • You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. Constitution is your spellcasting ability for these spells.

  • When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage.
  • Horn Maestro

    Thanks to extensive practice with the hunting horn, you gain the following benefits:

  • Your hunting horn's chord length is increased by 1.
  • You can now complete a hunting horn's melody as a bonus action.
  • Fortissimo! Your hunting horn's single note melody effect is doubled.











  • Subclass
    3rd Level Features
    Hunting Horn Mastery
    Starting at 3rd level when you join the Harmony Hunter college, you gain the ability to summon a Hunting Horn through a 1-hour ritual. This ritual creates a magical bond between you and the Hunting Horn, allowing you to summon it to your hand at will, and gaining proficiency with it.

    The summoned Hunting Horn can be of any design or material of creatures you have slain. You also gain proficiency with medium armour. For the purpose of martial weapons, the Hunting Horn counts as a Greataxe.

    When you attack with the Hunting Horn, you can use your Charisma modifier instead of Strength or Dexterity for the attack and damage rolls.

    Harmonic Inspiration
    Also at 3rd level, you learn to weave the power of your music into your hunting horn. When you take the attack action with your Hunting Horn, you can choose expend a bardic inspiration to empower yourself or your ally, with the following options:

    Attack Boost: The target adds the Bardic Inspiration die to their weapon damage on their next successful weapon attack.
    Defense Boost: The target adds the Bardic Inspiration die to their AC until the start of their next turn.
    Healing Boost: The target adds the Bardic Inspiration die to any healing they receive until the start of their next turn.


    Features & Traits
    EQUIPMENT
    Soliqueri
    Soliqueri
    Origin Artefact, Martial Weapon (Hunting Horn) - Origin Special, Heavy, Two-Handed, Arcane Focus - D12 Thunder or Lightning (Your choice on hit)

    This horn has draconic design with opal gems adorning the middle reminiscent of eyes. It feels warm to the touch and sometimes you hear a slight whisper of a lullaby come from it. The materiel isn't a known materiel and any form of identify or analysis shows [Blank].

    Melody
    Prerequisite: Hunting Horn
    When you hit a creature with this weapon, you can choose to elicit a number of notes (equal to your hunting horn's cord length) as a bonus action to form a melody. Notes with the same name, such as Attack Up (s) and Attack Up (m) can't be used in the same melody. Elemental damage also does not stack, but if multiple elemental damage notes are active, the player can choose the type of damage. The notes can be stored for 1 minute or until a melody is completed.

    As an action you can complete the melody, providing the magical benefits of the notes in your melody to you, and all allies while they are within 20 feet of you and able to hear you. The melody lasts for 1 minute, until you complete a new melody, are knocked unconscious, or use a bonus action to end the current melody.

    Single Note Melody
    As an action you can slam the hunting horn into the ground to activate a single note melody. When you do, you and all allies that remain within 20 feet of you, gain the benefit of a note of your choice for 1 minute.

    Notes. As a hunting horn's rarity increases, it gains access to more notes. Rarer horns have access to notes from all lower rarities.

    Rarity Slots Bonus Chord Length Notes
    Common : 1 - 2 Damage up (s) Movement up (s) Skill up (s)
    Uncommon : 2 +1 3 Cold Attack up (s) Defense up (s) Fire Attack up (s) Lightning Attack up (s) Poison Attack up (s)

    Origin Special
    This weapon is connected to your soul, as such it becomes stronger with you as you are chosen. At level 3, 6, 10, your weapon becomes a +1, +2, +3 to your charisma attack rolls, attack damage , and Spell Save DCs.

    Pluck of thy Fate
    Your Horn has its own musical talent and history, for that it too will share its song. Whenever you expend a bardic, roll a performance DC 10; if you roll higher then your bardic inspiration isn't expended.

    For each time this feature is used the DC increases by 5, and resets on a long rest.

    Army of Song
    At 3rd level, when you hit a creature with an attack roll using this weapon, whether as a melee attack or a spell attack, you can choose to expend up to 5 Bardic Inspirations and add the rolls to the damage of that attack. If you choose to apply this to a critical hit then you gain temporary hit points equal to half the total damage.

    A Lover's Embrace
    Starting at 6th level, your weapons warmth feels almost as if its a hug of love. If you take damage, you can use your reaction to gain temporary hit points equal to half the damage dealt after the damage is applied. Once you use this feature you cannot use it again unless you take a short or long rest, or you expend a bardic inspiration.

    Song of Death
    Starting at 10th level, as an action you can pull on the strings of your Hunting Horn, causing a draconic Roar of death. All hostile creatures within 120ft must make a constitution saving throw or take 10d10+40 Force damage and have their hit point maximum reduced equal to the damage. On a successful save they take half damage and don't have their hit point max reduced.

    Once you use this feature you cannot use it again unless you take a short or long rest, or you expend a bardic inspiration.


  • Rapier
  • Entertainer's Pack
  • Adventuring gear
  • a backpack
  • a bedroll
  • 2 costumes
  • 5 candles
  • 5 days of rations
  • a waterskin
  • a disguise kit
  • 465 GP
  • Venom of the Sand Viper
  • The target must make a DC 14 Constitution saving throw or take 2d6 poison damage and become paralyzed for 1 minute. The target can repeat the save at the end of each of its turns, ending the paralysis on a success.
  • Viol
  • Leather armor
  • dagger

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 600, Platinum: 0 Money
    Cantrips
  • Booming Blade(Dragonmark)
  • Bladeward
  • Prestidigitation
  • Vicious Mockery

  • Spell 1st level
  • Heroism (CON)
  • Thunderwave
  • Cure Wounds
  • Silvery Barbs
  • Tasha's Hideous Laughter (CON)
  • Shield (Dragonmark)
  • Thunderous Smite (Racial)
  • command(BG)

  • Spell 2nd Level
  • Lesser Restoration
  • Tasha's Mind Whip (Racial)
  • Invisibility
  • Spellcasting
    Languages:
    Common
    Draconic
    Dwarf (Sparkling Union, Gem represent :D)
    Tools:
    Horn, Viol, Dulcimer
    Armor:
    light armor
    Weapons:
    simple weapons, hand crossbows, longswords, rapiers, shortswords, Martial Weapons(ORIGIN ITEM)
    Saving Throws:
    Dexterity, Charisma
    Skills:
    Performance(Class)
    Persuasion(Class)
    Deception(Class)
    Intimidation(Background)
    Acrobatics(Background)
    Sleight of Hand(Racial)
    Investigation(Racial)

    Languages & Proficiencies
    Generated random stats:
    4d6kh3 (1, 5, 6, 6) = 17
    4d6kh3 (1, 6, 4, 2) = 12
    4d6kh3 (5, 6, 2, 3) = 14
    4d6kh3 (4, 1, 1, 6) = 11
    4d6kh3 (5, 4, 6, 4) = 15
    4d6kh3 (2, 6, 1, 5) = 13
    Total = 82

    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.

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