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Irisana Floros

3 Level (0/2700 XP for level-up) Traveling Nomad Background Air Genasi Race / Species / Heritage Neutral Alignment
Bard
Level 3
Hit Dice: 3/3
1d8+3 Class 1

STR
8
-1
DEX
16
+3
CON
16
+3
INT
10
+0
WIS
10
+0
CHA
17
+3
24
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30 Walk
Speed (walk/run/fly)
3 / 3
Bardic Inspiration
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
+5 Dexterity
+3 Constitution
+0 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+7 Acrobatics DEX
+1 Animal Handling WIS
+4 Arcana INT
+0 Athletics STR
+5 Deception CHA
+1 History INT
+1 Insight WIS
+4 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+1 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+1 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +5 DEX 1d8+3 Piercing
 Finesse
Dagger +5 DEX 1d4+3 Piercing
 Finesse, Light, Thrown (20/60)
Attacks

Spell Book

Air Genasi

Unending Breath: You can hold your breath indefinitely while you're not incapacitated.

Mingle with the Wind: You can cast the Levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

 


Traveling Nomad

You cannot ever get lost, and you have advantage on Wisdom (Survival) checks when gathering food.

 


Bard

Song of Rest: 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 spend one or more Hit Dice to regain hit points 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.

Guiding Whispers: At 3rd level, you can reach out to spirits to guide you and others. You learn the Guidance cantrip, which doesn’t count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it.

Spiritual Focus: At 3rd level, you employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your bard spells: a candle, crystal ball, skull, spirit board, or tarokka deck.

Tales from Beyond: At 3rd level, you reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You retain the tale in mind until you bestow the tale’s effect or you finish a short or long rest. You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again. You can retain only one of these tales in mind at a time, and rolling on the Spirit Tales table immediately ends the effect of the previous tale. If the tale requires a saving throw, the DC equals your spell save DC.

 

Features & Traits
Cartographer's tools, a walking staff, 10 sheets of parchment, a bottle of ink, a quill, a set of traveler's clothes, a belt pouch containing 10GP, a rapier, an entertainer's pack, a lyre, leather armor, a dagger, a tarokka deck

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Cantrips

Guidance (College Trait), Dancing Lights, Minor Illusion

 


1st Level

Charm Person, Disguise Self, Faerie Fire, Healing Word

 


2nd Level

Cloud of Daggers, Shatter, Levitate (Racial Ability)

 
Spellcasting
Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Tools: Cartographer's Tools (Background), Flute (Class), Lute (Class), Lyre (Class)
Saving Throws: Dexterity, Charisma
Skills: Medicine (Background), Survival (Background), Acrobatics (Class, Expertise), Arcana (Class, Expertise), Deception (Class)

 


Languages

Common, Primordial, Elvish

 

Languages & Proficiencies
Deity: Ouroboros

Ideals


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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