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Nakalee Khabar

10 Level (0/85000 XP for level-up) Entertainer Background human Race / Species / Heritage LG Alignment
Bard
Level 6
Hit Dice: 6/6
1d8-1 Class 1
Warlock
Level 4
Hit Dice: 4/4
1d-1 Class 2

STR
9
-1
DEX
14
+2
CON
8
-1
INT
12
+1
WIS
16
+3
CHA
18
+4
43
Hit Points
+2
Initiative (DEX)
12
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+3 Attack mod
CON Ability
+-1 Abi Mod
11 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+2 Jack of all Trades
+11 Strength
+6 Dexterity
-1 Constitution
+1 Intelligence
+3 Wisdom
+8 Charisma
saving throws
+6 Acrobatics DEX
+5 Animal Handling WIS
+3 Arcana INT
+1 Athletics STR
+6 Deception CHA
+9 History INT
+7 Insight WIS
+8 Intimidation CHA
+3 Investigation INT
skills
+5 Medicine WIS
+3 Nature INT
+5 Perception WIS
+12 Performance CHA
+6 Persuasion CHA
+3 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Sickle -1 STR 1d4-1-1 slashing
 Simple, Light, 5ft
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Dancing Lights +8 1A 120 ft conc./1 min VSM
Eldritch Blast +7 1A 120 ft instant 1d10 VS
 Notes:Two beams at 5th level, three beams at 11th level, and four beams at 17th level.
Friends +7 1A self conc./1 min SM
Infestation +7 1A 30 ft 1d6 VSM
 Notes:DC:CON, poison. The spell’s damage at each 5th level: 2d6 , 11th level: 3d6 , and 17th level: 4d6 .
Minor Illusion +7 1A 30 ft 1 min SM
Poison Spray +7 1A 10 ft inst. 1d12 VS
 Notes:CON:16. This spell's damage at 5th level: 2d12 , 11th level: 3d12 , and 17th level: 4d12 .
Prestidigitation +8 1A 10 ft 1 h VS
Thunderclap +8 1A 5 ft inst. 1d6 S
 Notes:DC:CON. This spell's damage at 5th level: 2d6 , 11th level: 3d6 , and 17th level: 4d6 .
Vicious Mockery +7 1A 60 ft inst. 1d4 V
 Notes:DC:WIS. This spell's damage at 5th level: 2d4 , 11th level: 3d4 , and 17th level: 4d4 .

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Turning the Tide +3 1 min 60 ft 10 min VS
 Notes:The audience's mood is altered by this spell during a performance. It stacks up to three times on the same target and has a cooldown of 10 minutes before it can be used again. Within a few minutes of the performance ending, the magic wears off, a slight change of the mood may carry on for longer.
Cause Fear +7 1A 60 ft 1 min V
 Notes:DC:WIS. +1 target per level above 1.
Charm Person +8 1A 30 ft 1 h CS
 Notes:DC:WIS. +1 target per level above 1.
Command +8 1A 60 ft 1 rnd V
 Notes:DC:WIS
Comprehend Languages +7 1A self 1 h VSM
Detect Magic +7 1A self 10 min VS
Faerie Fire +7 1A 60 ft 1 min V
 Notes:DC:DEX
Speak with Animals +8 1A self 10 min CS

Level 2 Spells 5 slots

NAME AB CAST RNG DUR DMG CMP #
Life Siphon +7 instant 30 ft instant 1d4 VS
 Notes:The caster pulls energy from a crowd to add it to their own. Only by creating an exciting and hot situation, like as a stirring bard performance that has everyone dancing, is it possible to conceal the target's abrupt fatigue. A target that is already weakened has a chance to faint or even die. It is possible for a target to faint or even die if they are already in a weakened state.
Cause Fear +7 1A 60 ft 1 min V
 Notes:DC:WIS. +1 target per level above 1.
Charm Person +8 1A 30 ft 1 h CS
 Notes:DC:WIS. +1 target per level above 1.
Borrowed Knowledge +8 1A self 1 h VSM
Calm Emotions +8 1A 60 ft 1 min VS
 Notes:DC:CHA
Crown of Madness +7 1A 120 ft 1 min VS
 Notes:DC:WIS
Detect Thoughts +8 1A self 1 min VSM
 Notes:DC:WIS
Enthrall +8 1A 60 ft 1 min VS
 Notes:DC:WIS
Gift of Gab +8 1R self inst. VSMR
Misty Step +8 1BA self inst. V
Spider Climb +7 1A touch 1 h VSM
Suggestion +8 1A 30 ft 8 h VM
 Notes:DC:WIS

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Life Siphon +7 instant 30 ft instant 1d4 + VS
 Notes:The caster pulls energy from a crowd to add it to their own. Only by creating an exciting and hot situation, like as a stirring bard performance that has everyone dancing, is it possible to conceal the target's abrupt fatigue. A target that is already weakened has a chance to faint or even die. It is possible for a target to faint or even die if they are already in a weakened state.
Cause Fear +7 1A 60 ft 1 min V
 Notes:DC:WIS. +1 target per level above 1.
Charm Person +8 1A 30 ft 1 h CS
 Notes:DC:WIS. +1 target per level above 1.
Hypnotic Pattern +8 1A 120 ft conc./1 m SM
 Notes:DC:WIS
Motivational Speech +8 1A 60 ft 1 h V
 Notes:5 temp. HP
Birdpipe
Lute
Tambourine
Sickle
Clothes, Costume, Disguise Kit
Waterskin

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
ARMOR
Light Armor
WEAPONS
Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons
TOOLS
Birdpipes, Disguise Kit, Lute, Pan Flute, Tantan
LANGUAGES
Common, Sylvan

Languages & Proficiencies
Whenever I come to a new place, I collect local rumors and spread gossip. I know a story relevant to almost every situation.
Ideals: Beauty. When I perform, I make the world better than it was. (Good)
Bonds: My instrument is my most treasured possession, and it reminds me of someone I love. I will do anything to prove myself superior to everyone else.
Flaws: I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.

Personality Traits
Feature: By Popular Demand

You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Notes


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