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Tabbis (Foolhardy Tabbis)

4 Level (0/6500 XP for level-up) Entertainer (Tumbler) Background Mannequin Race / Species / Heritage C/N Alignment
Bard (Fool)
Level 4
Hit Dice: 3/4
1d8+1 Class 1

STR
12
+1
DEX
16
+3
CON
13
+1
INT
8
-1
WIS
10
+0
CHA
23
+6
30
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30ft
Speed (walk/run/fly)
Spellcasting ...
+8 Attack mod
CHA Ability
+6 Abi Mod
16 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Jack of all Trades
+1 Strength
+5 Dexterity
+1 Constitution
-1 Intelligence
+0 Wisdom
+8 Charisma
saving throws
+7 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+2 Athletics STR
+8 Deception CHA
+0 History INT
+1 Insight WIS
+7 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+1 Perception WIS
+8 Performance CHA
+7 Persuasion CHA
+0 Religion INT
+5 Sleight of Hand DEX
+7 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Light Crossbow +5 DEX 1d8+3 Piercing
 Ammunition (80/320ft), Loading, Two-Handed
Dagger +5 DEX 1d4+3 Piercing
 Finesse, Light, Thrown (20/60ft)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Vicious Mockery +8 1 action 60ft Instantaneous 1d4 V
 Notes:Opponent must make Wisdom Saving Throw, must succeed or take 1d4 psychic damage and have disadvantage on attack rolls until the next of your turn.
Friends +8 1 action self Concentration (1 min) S, M
 Notes:Advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Faerie Fire +8 1 action 60ft Concentration (1 min) V
 Notes:Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Sleep +8 1 action 90ft 1 min 5d8 V, S, M
 Notes:This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.
Silvery Barbs +8 Reaction 60ft Instantaneous V
 Notes:when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw. The triggering creature must reroll the d20 and use the lower roll. Choose a creature to give advantage for 1 minute.
Command +8
Healing Word +8 1 bonus 60ft Instantaneous 1d4 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.

Level 2 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Sleep +8 1 action 90ft 1 min 5d8 + V, S, M
 Notes:This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.
Healing Word +8 1 bonus 60ft Instantaneous 1d4 + 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.
Silence +8
Invisibility
Bardic Inspiration (d6)
Jack of All Trades
Song of Rest (d6)
By Popular Demand
Living Construct
Business Sense (Persuasion, Insight)
Statuesque (Stealth)
False Face
Perfect Fit
Tumbling Fool

Features & Traits
Leather Armor
Light Crossbow, Dagger
Entertainer's Pack - Backpack, Bedroll, 2 Costumes, 5 Candles, Rations (5 Days), Waterskin, Disguise Kit
Calliope

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor - Light Armor
Weapons - Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Instruments - Violin, Tuba, Bass Drum, Calliope
Tools - Disguise Kit

Languages & Proficiencies
I get bitter if I'm not the center of attention.

Personality Traits
I'm only in it for the money and fame.

Ideals
I want to be famous, whatever it takes.

Bonds
I'll do anything to win fame and renown.

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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