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Rest Nu'Bel

Bard 1 Class & Level
Majital (Sandstrider) Background
Halfling(Lightfoot) Race
Neutral Good Alignment

Strength 10
+0
Dexterity 16
+3
constitution 15
+2
intelligence 12
+1
wisdom 11
+0
charisma 16
+3
Total Hit Dice
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+5 Dexterity
+2 Constitution
+1 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+5 Acrobatics
+2 Animal Handling
+3 Arcana
+0 Athletics
+3 Deception
+1 History
+0 Insight
+3 Intimidation
+1 Investigation
+0 Medicine
+1 Nature
+0 Perception
+3 Performance
+5 Persuasion
+1 Religion
+5 Sleight of Hands
+3 Stealth
+2 Survival
skills

 
15
Armor Class
10
Hit Points
+3
Initiative
25ft
Speed
Rapier 1d20+3 1d8+3
Attacks
DEX Save throw, CHA Save throw, Arcana, Survival, Persuasion, Acrobatics, Sleight of Hand
Proficiences
| Vicious Mockery |

Enchantment cantrip
Casting Time: 1 action
Range: 60 feet
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.
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| Dancing Lights |

Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)
Duration: 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.
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| Detect Magic |

1st-level divination (ritual)
Casting Time: 1 action
Range: 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.
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| Comprehend Languages |

1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
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| Cure Wounds |

1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
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| Feather Fall |

1st-level transmutation
Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range: 60 feet
Components: V, M (a small feather or a piece of down)
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
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| Healing Word |

1st-level evocation
Casting Time: 1 bonus action
Range: 60 feet
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.
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Spellcasting
3x Healing Potion, Bullseye Lantern, Hourglass, Harmonica, Flute, Entertainer's Pack, Rapier, Leather Armor, Dagger, Mundane Mask of Wondox, Holy Symbol (Mask) of Wondox
Equipment
Humane, Curious, Protective, Greedy, Diligent, Soft-spoken, Clever, Agile, Animated
Personality Traits
Views wealth as an intellectual type of power, People who keep secrets withhold value, Keep family close and dear, Being to honest is untrustworthy, Manners and curtesy display good character, Share only what is deserved, Those who desire solitude are weak-willed, afraid, and damaged.
Ideals
The Shackled Legion
Bonds
Puts trust in others recklessly when desperate, Impatient when dealing with money, Overvalues status and titles, A poor view of self value.
Flaws
Performer, Good with money, Highly loyal to friendships, Will set aside goals to focus towards another friends goals or problems, Agile, Obedient
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

ZeusBandit.

Statblock Type

Character Sheet (Legacy)

Link/Embed