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Pepe Ríbberto de la Montaña III

3 Level (0/2700 XP for level-up) Entertainer Background Grung Race / Species / Heritage Neutral Evil Alignment
Bard
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR
9
-1
DEX
15
+2
CON
14
+2
INT
12
+1
WIS
10
+0
CHA
17
+3
20
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
25
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
+4 Dexterity
+2 Constitution
+1 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+8 Acrobatics DEX
+1 Animal Handling WIS
+2 Arcana INT
+0 Athletics STR
+14 Deception CHA
+2 History INT
+1 Insight WIS
+10 Intimidation CHA
+2 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+1 Perception WIS
+10 Performance CHA
+14 Persuasion CHA
+2 Religion INT
+8 Sleight of Hand DEX
+8 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +1 STR 1d8-1 piercing
 finesse
dagger +1 STR 1d4-1 piercing
 Finesse,light,thrown(20/60)
Attacks

Spell Book

-amphibious
-poison resistance
-long jump 25ft/ high jump 15ft
-Must bathe in water every 24 hours
-Poison Skin: Direct Contact with skin causes the poisoned creature is easily frightened of any creatures it can see or hear. It has disadvantage on all charisma checks against creatures it can see or hear for the duration, and any creature that makes an intimidation check against the poisoned creature does so with advantage.
-Poisoned for 1 min
-DC of a constitution roll
-Can apply poison to a weapon 2 times a day and does an extra 1d4 poison damage

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
-song or rest
-cutting words
Spellcasting
Languages: Grung & broken Common
Proficiencies: Light Armor, Simple weapons, 3 instruments

Languages & Proficiencies
-aggressive
-honest
-sees himself superior

Personality Traits
-wants people to smile through jokes or music

Ideals
-wants to be famous
-wants to explore the world for more music

Bonds
-territorial
-can't keep mouth shut

Flaws
-Add half bonus proficiency to any ability check without proficiency
-Loves a good insult

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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Level 0 Spells

Dancing Lights

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 ft
Components: V, S, M
Materials: (a bit of phosphorus or wychwood, or a glowworm)
Duration: Concentration, Concentration, Up to 1 minute
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
Available for: Bard, Sorcerer, Wizard

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time: 1 action
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).
Available for: Bard

Level 1 Spells

Charm Person

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: 1 hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

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, Up to 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.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

Healing Word

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60ft
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.
Available for: Bard, Cleric, Druid

PHB: P. 282

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15 foot cube)
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.
Available for: Artificer (Armorer, Artillerist), Bard, Druid, Sorcerer, Wizard

Level 2 Spells

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