5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
Rapier | +4 | 1d8+2 piercing | 5 | |
Sling | +4 | 1d4+2 bludgeoning | 30/120 |
Cantrips:
Vicious Mockery: 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.Mage Hand: A floating hand appears at a point you choose within 30ft. The hand lasts for 1 minute or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
Spells:
Charm person: You attempt to charm a humanoid you can see within 30ft. 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.Detect magic: For 10 minutes, 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.
Healing word: A creature of your choice that you can see within 60ft regains hit points equal to 1d4 + 7. This spell has no effect on undead or constructs.
Thunder wave: 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.
[b]Vicious Mockery:[/b] 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.
[b]Mage Hand:[/b] A floating hand appears at a point you choose within 30ft. The hand lasts for 1 minute or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
[b]Spells:[/b]
[b]Charm person:[/b] You attempt to charm a humanoid you can see within 30ft. 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.
[b]Detect magic:[/b] For 10 minutes, 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.
[b]Healing word:[/b] A creature of your choice that you can see within 60ft regains hit points equal to [1d4] + 7. This spell has no effect on undead or constructs.
[b]Thunder wave:[/b] 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.
Racial
Draconic Ancestry: White dragonBreath Weapon: 1/rest Action to exhale destructive energy, cone shape 15ft, constitution save. DC is 15. Damage is 2d6, half as much on successful save. Damage increases to 3d6 at 6th, 4d6 at 11th, and 5d6 at 16th.
Class
Ritual Casting: You can cast bard spells as rituals.
Spellcasting Focus: Instrument
Bardic Inspiration: Bonus action, other creature within 60 ft gains a d6 inspiration die. Within 10 minutes, can be added to a roll after the roll is made (but before outcome). Can only have 1 die at a time, usable Charisma modifier times per long rest.
[b]Draconic Ancestry:[/b] White dragon
[b]Breath Weapon:[/b] 1/rest Action to exhale destructive energy, cone shape 15ft, constitution save. DC is 15. Damage is 2d6, half as much on successful save. Damage increases to 3d6 at 6th, 4d6 at 11th, and 5d6 at 16th.
[b]Class[/b]
[b]Ritual Casting:[/b] You can cast bard spells as rituals.
[b]Spellcasting Focus:[/b] Instrument
[b]Bardic Inspiration:[/b] Bonus action, other creature within 60 ft gains a d6 inspiration die. Within 10 minutes, can be added to a roll after the roll is made (but before outcome). Can only have 1 die at a time, usable Charisma modifier times per long rest.
Leather Armor
Slingshot
Flute
Entertainer's Pack
Languages: Common, Draconic
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