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Xavier

Human, Bard
House: Corville
Children

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Xavier

1 Level (0/300 XP for level-up) Noble Background Human Race / Species / Heritage Alignment
Bard
Level 1
Hit Dice: 1/1
1d8+2 Class 1

STR
9
-1
DEX
16
+3
CON
14
+2
INT
13
+1
WIS
11
+0
CHA
18
+4
10
Hit Points
+3
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+3 Dexterity
+2 Constitution
+1 Intelligence
+0 Wisdom
+6 Charisma
saving throws
+3 Acrobatics DEX
+0 Animal Handling WIS
+1 Arcana INT
-1 Athletics STR
+6 Deception CHA
+3 History INT
+0 Insight WIS
+4 Intimidation CHA
+1 Investigation INT
skills
+0 Medicine WIS
+1 Nature INT
+0 Perception WIS
+6 Performance CHA
+8 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +1 STR 1d8-1 piercing
 Finesse
Crossbow, hand +1 STR 1d6-1 piercing
 Ammunition, (Range 30/120), Light, Loading
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Vicious Mockery
Mage Hand

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Sleep
Detect Magic
Command
Charm Person
two personal items: a signet ring, playing card set
A set of fine clothes, and a purse containing 25gp

1 Lute
a rapier
Light armor

School gear:

A backpack containing:

1 Torch

1 Waterskin

1 Rope, hempen (50 feet)

1 Mess kit

1 Lock and key

1 Case, map or scroll

1 Ink pen and Ink (1 ounce bottle)

2 Bottle, glass

1 Hourglass

1 Magnifying glass

1 Sending stone of the admin - this can only recieve messages from the academy's administration
students also recieve a private chest by their beds, where they can store gear

1 set of School uniforms with winter clothes.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 25, Platinum: 0 Money
common, dwarven, elvish

Languages & Proficiencies
Human

Ability Score Increase. Your ability scores each increase by 1.

Languages. You can speak, read, and write Common and one extra language of your choice.


Bard proficiencies

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice - lute, flute and Lyre
Saving Throws: Dexterity, Charisma
Skills: Choose any three

Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Backround: Noble

Skill Proficiencies: History, Persuasion

Tool Proficiencies: One type of gaming set

Languages: One of your choice

Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25gp

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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