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Statblock
Medium humanoid (human, Elf), Neutral Good
Age: 25 years old | Height: 5'9″ (175 cm) | Weight: 140 lbs. (63.5 kg)
Armor Class: 11 (13 light armor) | Max HP: 10 (1d8 + 2)
Speed: 30 ft.
Proficiency Bonus: +2
STR
8 (-1)

Save: -1
Athletics: +0
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.

 

DEX
14 (+2)

Save: +4
Acrobatics: +3
Slight-of-Hand: +3
Stealth: +4

 

CON
14 (+2)

Save: +2





 

INT
14 (+2)
Save: +2
Arcana: +4
History: +4
Investigation: +4
Nature: +4
Religion: +4
WIS
11 (+0)
Save: +0
Animal Handling: +1
Insight: +1
Medicine: +1
Perception: +1
Survival: +1
CHA
16 (+3)
Save: +5
Deception: +7
Intimidation: +5
Performance: +5
Persuasion: +7

 

 

Damage Resistances:
Damage Immunities:
Senses: Darkvision 60 ft., passive Perception 10, passive Insight 10, passive Investigation 14
Languages: You can speak, read, and write Common, Elven, Sylvan, Draconic, and Solamnic
Proficiencies: light armor,
simple weapons, hand crossbows, longswords, rapiers, shortswords, drum, lyre, pan flute

Actions

Shortbow (ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.
Hit:  (1d6 + 2) piercing damage.
Dagger (thrown, finesse). Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit:  (1d4 + 2) piercing damage.
                                         Melee Weapon Attack: +4 to hit, reach 5 ft., one target
                                        Hit:  (1d8 + 2) piercing damage.
Bonus Actions
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.

Spells

Healing Word (1st)

Reactions
Cutting Words
As a reaction when a creature (that's not immune to being charmed) you can see within 60 ft. makes an attack roll, ability check, or damage roll, you can expend one use of Bardic Inspiration, roll the die, and subtract the number from the creature's roll. You can do so after the roll but before knowing the result.
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Statblock
Medium humanoid (human, Elf), Neutral Good
Age: 25 years old | Height: 5'9″ (175 cm) | Weight: 140 lbs. (63.5 kg)
Armor Class: 11 (13 light armor) | Max HP: 10 (1d8 + 2)
Speed: 30 ft.
Proficiency Bonus: +2
STR
8 (-1)

Save: -1
Athletics: -1
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.

 

DEX
14 (+2)

Save: +4
Acrobatics: +2
Slight-of-Hand: +2
Stealth: +2

 

CON
14 (+2)

Save: +2





 

INT
14 (+2)
Save: +2
Arcana: +4
History: +4
Investigation: +4
Nature: +2
Religion: +2
WIS
11 (+0)
Save: +0
Animal Handling: +0
Insight: +0
Medicine: +0
Perception: +0
Survival: +0
CHA
16 (+3)
Save: +5
Deception: +5
Intimidation: +5
Performance: +5
Persuasion: +5

 

 

Damage Resistances:
Damage Immunities:
Senses: Darkvision 60 ft., passive Perception 10, passive Insight 10, passive Investigation 14
Languages: You can speak, read, and write Common, Elven, Sylvan, Draconic, and Solamnic
Proficiencies: light armor,
simple weapons, hand crossbows, longswords, rapiers, shortswords, drum, lyre, pan flute

Actions

Shortbow (ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.
Hit:  (1d6 + 2) piercing damage.
Dagger (thrown, finesse). Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit:  (1d4 + 2) piercing damage.
                                         Melee Weapon Attack: +4 to hit, reach 5 ft., one target
                                        Hit:  (1d8 + 2) piercing damage.
Bonus Actions
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.

Spells

Healing Word (1st)

Reactions
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Statblock
Medium humanoid (human, Elf), Neutral Good
Age: 25 years old | Height: 5'9″ (175 cm) | Weight: 140 lbs. (63.5 kg)
Armor Class: 11 (13 light armor) | Max HP: 10 (1d8 + 2)
Speed: 30 ft.
Proficiency Bonus: +2
STR
8 (-1)

Save: -1
Athletics: -1
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.

 

DEX
14 (+2)

Save: +4
Acrobatics: +2
Slight-of-Hand: +2
Stealth: +2

 

CON
14 (+2)

Save: +2





 

INT
14 (+2)
Save: +2
Arcana: +4
History: +4
Investigation: +4
Nature: +2
Religion: +2
WIS
11 (+0)
Save: +0
Animal Handling: +0
Insight: +0
Medicine: +0
Perception: +0
Survival: +0
CHA
16 (+3)
Save: +5
Deception: +5
Intimidation: +5
Performance: +5
Persuasion: +5

 

 

Damage Resistances:
Damage Immunities:
Senses: passive Perception 10, passive Insight 10, passive Investigation 13
Languages: You can speak, read, and write Common, Elven, Sylvan, Draconic, and Solamnic
Proficiencies: light armor,
simple weapons, hand crossbows, longswords, rapiers, shortswords, drum, lyre, pan flute

Actions

Shortbow (ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.
Hit:  (1d6 + 2) piercing damage.
Dagger (thrown, finesse). Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit:  (1d4 + 2) piercing damage.
                                         Melee Weapon Attack: +4 to hit, reach 5 ft., one target
                                        Hit:  (1d8 + 2) piercing damage.
Bonus Actions
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.

Spells

Healing Word (1st)

Reactions
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Statblock
Medium humanoid (human, Elf), Neutral Good
Age: 25 years old | Height: 5'9″ (175 cm) | Weight: 140 lbs. (63.5 kg)
Armor Class: 11 (13 light armor) | Max HP: 10 (1d8 + 2)
Speed: 30 ft.
Proficiency Bonus: +2
STR
8 (-1)

Save: -1
Athletics: -1
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.

 

DEX
14 (+2)

Save: +4
Acrobatics: +2
Slight-of-Hand: +2
Stealth: +2

 

CON
14 (+2)

Save: +2





 

INT
14 (+2)
Save: +2
Arcana: +4
History: +4
Investigation: +4
Nature: +2
Religion: +2
WIS
11 (+0)
Save: +0
Animal Handling: +0
Insight: +0
Medicine: +0
Perception: +0
Survival: +0
CHA
16 (+3)
Save: +5
Deception: +5
Intimidation: +5
Performance: +5
Persuasion: +5

 

 

Damage Resistances:
Damage Immunities:
Senses: passive Perception 10, passive Insight 10, passive Investigation 13
Languages: You can speak, read, and write Common, Elven, Sylvan, Draconic, and Solamnic
Proficiencies: light armor,
simple weapons, hand crossbows, longswords, rapiers, shortswords, drum, lyre, pan flute

Actions

Rapier (finesse). Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:  (1d8 + 2) piercing damage.
Dagger (thrown, finesse). Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit:  (1d8 + 2) piercing damage.
                                         Melee Weapon Attack: +4 to hit, reach 5 ft., one target
                                        Hit:  (1d8 + 2) piercing damage.
Bonus Actions
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.

Spells

Healing Word (1st)

Reactions
tbgg

tbgg

Statblock
Medium humanoid (human, Elf), Neutral Good
Age: 25 years old | Height: 5'9″ (175 cm) | Weight: 140 lbs. (63.5 kg)
Armor Class: 11 (13 light armor) | Max HP: 10 (1d8 + 2)
Speed: 30 ft.
Proficiency Bonus: +2
STR
8 (-1)

Save: -1
Athletics: -1
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.

 

DEX
14 (+2)

Save: +4
Acrobatics: +2
Slight-of-Hand: +2
Stealth: +2

 

CON
14 (+2)

Save: +2





 

INT
14 (+2)
Save: +2
Arcana: +4
History: +4
Investigation: +4
Nature: +2
Religion: +2
WIS
11 (+0)
Save: +0
Animal Handling: +0
Insight: +0
Medicine: +0
Perception: +0
Survival: +0
CHA
16 (+3)
Save: +5
Deception: +5
Intimidation: +5
Performance: +5
Persuasion: +5

 

 

Damage Resistances:
Damage Immunities:
Senses: passive Perception 10, passive Insight 10, passive Investigation 13
Languages: You can speak, read, and write Common, Elven, Sylvan, Draconic, and Solamnic
Proficiencies: light armor,
simple weapons, hand crossbows, longswords, rapiers, shortswords, drum, lyre, pan flute

Actions

Rapier (finesse). Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:  (1d8 + 2) piercing damage.
Dagger (thrown, finesse). Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit:  (1d8 + 2) piercing damage.
                                         Melee Weapon Attack: +4 to hit, reach 5 ft., one target
                                        Hit:  (1d8 + 2) piercing damage.
Bonus Actions
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.

Spells

Healing Word (1st)

Reactions
tbgg

tbgg

Statblock
Medium humanoid (human, Elf), Neutral Good
Age: 25 years old | Height: 5'9″ (175 cm) | Weight: 140 lbs. (63.5 kg)
Armor Class: 11 (13 light armor) | Max HP: 10 (1d8 + 2)
Speed: 30 ft.
Proficiency Bonus: +2
STR
8 (-1)

Save: -1
Athletics: -1
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.

 

DEX
14 (+2)

Save: +4
Acrobatics: +2
Slight-of-Hand: +2
Stealth: +2

 

CON
14 (+2)

Save: +2





 

INT
14 (+1)
Save: +2
Arcana: +4
History: +4
Investigation: +4
Nature: +2
Religion: +2
WIS
10 (+0)
Save: +0
Animal Handling: +0
Insight: +0
Medicine: +0
Perception: +0
Survival: +0
CHA
16 (+3)
Save: +5
Deception: +5
Intimidation: +5
Performance: +5
Persuasion: +5

 

 

Damage Resistances:
Damage Immunities:
Senses: passive Perception 10, passive Insight 10, passive Investigation 13
Languages: You can speak, read, and write Common, Elven, Sylvan, Draconic, and Solamnic
Proficiencies: light armor,
simple weapons, hand crossbows, longswords, rapiers, shortswords, drum, lyre, pan flute

Actions

Rapier (finesse). Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:  (1d8 + 2) piercing damage.
Dagger (thrown, finesse). Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit:  (1d8 + 2) piercing damage.
                                         Melee Weapon Attack: +4 to hit, reach 5 ft., one target
                                        Hit:  (1d8 + 2) piercing damage.
Bonus Actions
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.

Spells

Healing Word (1st)

Reactions
tbgg

tbgg

Statblock
Medium humanoid (human, Elf), Neutral Good
Age: 25 years old | Height: 5'9″ (175 cm) | Weight: 140 lbs. (63.5 kg)
Armor Class: 11 (13 light armor) | Max HP: 10 (1d8 + 2)
Speed: 30 ft.
Proficiency Bonus: +2
STR
8 (-1)

Save: -1
Athletics: -1
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.

 

DEX
14 (+2)

Save: +4
Acrobatics: +2
Slight-of-Hand: +2
Stealth: +2

 

CON
14 (+2)

Save: +2





 

INT
13 (+1)
Save: +1
Arcana: +3
History: +3
Investigation: +3
Nature: +1
Religion: +1
WIS
10 (+0)
Save: +0
Animal Handling: +0
Insight: +0
Medicine: +0
Perception: +0
Survival: +0
CHA
17 (+3)
Save: +5
Deception: +5
Intimidation: +5
Performance: +5
Persuasion: +5

 

 

Damage Resistances:
Damage Immunities:
Senses: passive Perception 10, passive Insight 10, passive Investigation 13
Languages: You can speak, read, and write Common, Elven, Sylvan, Draconic, and Solamnic
Proficiencies: light armor,
simple weapons, hand crossbows, longswords, rapiers, shortswords, drum, lyre, pan flute

Actions

Rapier (finesse). Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:  (1d8 + 2) piercing damage.
Dagger (thrown, finesse). Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit:  (1d8 + 2) piercing damage.
                                         Melee Weapon Attack: +4 to hit, reach 5 ft., one target
                                        Hit:  (1d8 + 2) piercing damage.
Bonus Actions
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.

Spells

Healing Word (1st)

Reactions
tbgg

tbgg

Statblock
Medium humanoid (human, Elf), Neutral Good
Age: 25 years old | Height: 5'9″ (175 cm) | Weight: 140 lbs. (63.5 kg)
Armor Class: 11 (13 light armor) | Max HP: 10 (1d8 + 2)
Speed: 30 ft.
Proficiency Bonus: +2
STR
8 (-1)

Save: -1
Athletics: -1
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.

 

DEX
14 (+2)

Save: +4
Acrobatics: +4
Slight-of-Hand: +2
Stealth: +4

 

CON
14 (+2)

Save: +2





 

INT
13 (+1)
Save: +1
Arcana: +3
History: +3
Investigation: +3
Nature: +3
Religion: +1
WIS
10 (+0)
Save: +0
Animal Handling: +0
Insight: +0
Medicine: +0
Perception: +0
Survival: +0
CHA
17 (+3)
Save: +5
Deception: +5
Intimidation: +5
Performance: +5
Persuasion: +5

 

 

Damage Resistances:
Damage Immunities:
Senses: passive Perception 10, passive Insight 10, passive Investigation 13
Languages: You can speak, read, and write Common, Elven, Sylvan, Draconic, and Solamnic
Proficiencies: light armor,
simple weapons, hand crossbows, longswords, rapiers, shortswords, drum, lyre, pan flute

Actions

Rapier (finesse). Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:  (1d8 + 2) piercing damage.
Dagger (thrown, finesse). Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit:  (1d8 + 2) piercing damage.
                                         Melee Weapon Attack: +4 to hit, reach 5 ft., one target
                                        Hit:  (1d8 + 2) piercing damage.
Bonus Actions
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.

Spells

Healing Word (1st)

Reactions
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