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Groover (Bellie Stoutleg)

3 Level (0/2700 XP for level-up) Hermit Background Halfling Race / Species / Heritage Neutral Good Alignment
Bard
Level 3
Hit Dice: 1/3
1d8+1 Class 1

STR
13
+1
DEX
13
+1
CON
12
+1
INT
9
-1
WIS
14
+2
CHA
17
+3
21
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
25ft
Speed (walk/run/fly)
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Jack of all Trades
+1 Strength
+3 Dexterity
+1 Constitution
-1 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+2 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+2 Athletics STR
+4 Deception CHA
+0 History INT
+3 Insight WIS
+4 Intimidation CHA
+0 Investigation INT
skills
+4 Medicine WIS
+0 Nature INT
+6 Perception WIS
+7 Performance CHA
+4 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Percussion Mallet +3 STR 1d4+1+1 bludgeoning
 light, thrown
Dagger +3 DEX 1d4+1+1 Piercing
 Finesse, light, thrown
Attacks

Spell Book

Resistance to Poison; Advantage on saves against fear and poison effects
Lucky: When I roll a 1 on an attack roll, ability check, or saving throw, I can reroll the die and must use the new roll.
Halfling Nimbleness: I can move through the space of any creature that is of a size larger than me.
Song of Rest: you can use soothing music 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.
Performance of Creation: Create a Medium or smaller object within 10 ft of you in liquid or on a level surface in an unoccupied space. It remains for a number of hours equal to your proficiency bonus.
Mote of Potential: Bonus abilities for your Bardic Inspiration dice.

Features & Traits
Pan flute, Entertainer's Pack,
Leather Armor, flask
Pan Flute,
Herbalism Kit

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Spellcasting (Bard 1, PHB 52) [2 cantrips & 4 spells known]
I can cast bard cantrips/spells that I know, using Charisma as my spellcasting ability
I can use a musical instrument as a spellcasting focus
I can cast my known bard spells as rituals if they have the ritual tag
Spellcasting
Common, Halfling, Elvish
herbalism, pan flute, lyre, percussion

Languages & Proficiencies
While charming and sensitive, she's been isolated for so long that she rarely speaks, preferring to show emotion through humming or gesticulation

Personality Traits
Beauty: To create beauty and weave one's life in a way that harmonizes with the beauty of created nature.

Ideals
Fascination for elvish lore and their creation story; deep devotion and admiration for her mother, Yesvyre Stoutleg

Bonds
Dogmatic in thoughts and philosophy (Is that really a flaw though?)
Unthinkingly picks up any item that looks like it could be used as a musical instrument to test out its sonic qualities

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

Basic Rules , pg. 285

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time 1 Action
Range 60 ft
Duration Instantaneous
Components V

Damage Type: Psychic   Saving Throws: Wisdom   Description: 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).

Class(es): Bard

PHB

Message

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 120ft
Duration 1 Round
Components V, S, M
Materials A short piece of copper wire

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.

Class(es): Artificer, Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)
]

Level 1 Spells

PHB

Tasha's Hideous Laughter

1-level Enchantment

Casting Time 1 Action
Range 30 feet
Duration Concentration, Concentration, up to 1 minute
Components V S M
Materials (tiny tarts and a feather that is waved in the air)

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

Class(es): Bard, Warlock, Wizard

Saving ThrowWisdom

Identify

1-level Divination (ritual)

Casting Time 1 minute
Range Touch
Duration Instantaneous
Components V S M
Materials A pearl worth at least 100 gp and an owl feather

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.   If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.   Can be cast as a ritual.

Class(es): Artificer, Bard, Wizard, Cleric (Forge Domain), Cleric (Knowledge Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Basic Rules, pg. 250

Healing Word

1-level Evocation

Casting Time 1 Bonus Action
Range 60 ft
Duration Instantaneous
Components V

Damage Type: Healing   Saving Throws: None   Description: 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.

Class(es): Bard, Cleric, Druid, Alchemist

PHB

Dissonant Whispers

1-level Enchantment

Casting Time 1 Action
Range 60 feet
Duration Instantaneous
Components V

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.

Class(es): Bard, Warlock

Saving ThrowWisdom
Roll: 3d6Psychic Damage
]

Level 2 Spells

Calm Emotions

2-level Enchantment

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Minute
Components V, S

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.   You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.   Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

Class(es): Bard, Cleric, Paladin (Oath of Redemption), Sorcerer (Divine Soul), Warlock (The Archfey)

Basic Rules , pg. 219

Blindness/Deafness

2-level Necromancy

Casting Time 1 Action
Range 30 ft
Duration 1 Minute
Components V

Damage Type: Blinded   Saving Throws: Constitution   Description: You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At higher levels:
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Class(es): Bard, Cleric, Sorcerer, Wizard
]

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