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Aheil

2 Level (600/900 XP for level-up) Chosen Champion Background Kitsune Race / Species / Heritage Chaotic Good Alignment
Bard
Level 2
Hit Dice: 2/2
1d8+3 Class 1

STR
15
+2
DEX
18
+4
CON
16
+3
INT
16
+3
WIS
16
+3
CHA
22
+6
19
Hit Points
+4
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30ft
Speed (walk/run/fly)
15
Passive Perception
Spellcasting ...
+8 Attack mod
CHA Ability
+6 Abi Mod
16 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+6 Dexterity
+3 Constitution
+3 Intelligence
+3 Wisdom
+8 Charisma
saving throws
+6 Acrobatics DEX
+3 Animal Handling WIS
+5 Arcana INT
+2 Athletics STR
+6 Deception CHA
+3 History INT
+3 Insight WIS
+6 Intimidation CHA
+3 Investigation INT
skills
+3 Medicine WIS
+3 Nature INT
+5 Perception WIS
+8 Performance CHA
+8 Persuasion CHA
+5 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +6 DEX 1d8+4 piercing
 Finesse
Dagger +6 DEX 1d4+4 piercing
 Finesse, light, thrown (20/60)
Bite +4 STR 1d4-2+2 piercing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Dancing Lights 1 action 120 ft Concentration, 1 minute VSM
Prestidigitation 1 action 10 ft 1 hour VS
Vicious Mockery 1 action 60 ft Instantaneous 1d4 V

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Comprehend Languages 1 action self 1 hour VSM
Healing Word 1 bonus action 60 ft 1 minute 2d8 V
Silvery Barbs 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw 60 ft Instantaneous V
Sleep 1 action 90 ft 1 minute 5d8 VSM
Thunderwave 1 action self (15 ft cube) Instantaneous 2d8 VS
Kitsune
Actor.

  • Increase your Charisma score by 1, to a maximum of 20.

  • You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.

  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.


Ability Score Increase. Your Charisma score increases by 2

Age. Kitsune reach adulthood at sixteen, cease physical aging in their early twenties and live to be over nine hundred.

Speed. Your base walking speed is 30 feet. While not carrying anything in your hands, you can drop to all fours and increase your movement speed to 40 feet.

Darkvision. Due to your Fox heritage, you have the ability to see normally in darkness out to 60 feet as if the area was in
dim light and in dim light as if the area was a bright light.

Fey Ancestry. Being of fey blood means you get an advantage against being charmed. And magic can't put you to sleep.

Nimble Foxes. The lithe build and somewhat sleek build of the Kitsune makes them quite adept at moving in some fantastical of ways, and as such, Kitsune are proficient in Acrobatics.

Faerie Tails. Kitsune begin their lives with one tail around 3 feet long. At 4th level and every four levels afterward, you grow an additional tail as you increase in age and worldly experience. Enlightening, uplifting, or incredible events may also result in the growth of an additional tail, at the discretion of the D.M., up to a maximum total of 9. Note: Kitsune are capable of hiding just how many tail they have...even appearing to have none if they so choose...

Kitsune Trickery. You can appear as a human of the same sex indefinitely using a very simple illusion magic. However,
on a DC 10 + proficiency bonus + Charisma Modifier, Investigation check, a person looking directly at you can tell that you are not what you appear, though they still cannot tell your true form. This magic is detectable and dispelled in an anti-magic field or by dispel magic (your character level divided by 2 rounded down is the level of this spell for the sake of dispel magic). If your illusion is dispelled, you cannot use the effect again until after a long rest. A kitsune also always assumes the appearance of a specific humanoid (Player can choose, only 1). The ability functioning as alter self (change of appearance only).
(DC 18)

Kitsune Awareness. Kitsune have a Keen sense regarding magic. Upon passing either an Investigation check or Perception check (Your choice) versus an opposing magically disguised creatures performance or Deception check, Kitsune can ascertain the true nature of said creature or even other Kitsune upon passing said check by over 5. As if by True Sight (Only effects the opposing creature/creatures)

Shapechanger. A kitsune takes naturally to shapeshifting and developing that gift, allowing them to change themselves into a fox indefinitely using natural transmutation magic. But, on a DC 8 + proficiency bonus + Charisma Modifier, Investigation check, a person looking directly at you can tell that you are not what you appear, though they still cannot tell your true form. (I.E., They may know you have sentience/can understand them.) This magic is detectable and dispelled in an anti-magic field or by dispel magic (your character level divided by 2 rounded down is the level of this spell for the sake of dispel magic). If this magic is dispelled or you revert to normal willingly, you cannot use the effect again until after a long rest. You lose the ability to speak in Fox form, but you still understand the languages you know. Upon casting this ability to become a fox, your equipment merges with you, your A.C. is set to 14, Your H.P. becomes 6 (1d8+1), your size becomes small, and your max movement speed is 35 feet. You gain a +4 to stealth while in this form due to your small size. You also gain a 1d4 bite attack. This ability functions as a druid's Wild Shape (Save the fact a kitsune may only become a fox.) If the Faerie tails trait has been taken or your kitsune has a set number of tails, you may choose to display your current number of tails in this form or just a single tail.(DC 16)

Languages. You can speak, read, and write Common, Sylvan, and Vulpine.

Vulpine Language. This language is known to foxes and consists of mainly geckering, growls, barks, yelping, and howls, and it allows those who know it to communicate with wild foxes. Written, it looks like oddly scratched marks, made quickly yet precisely.

Subraces. Zenko

Zenko
Ability Score Increase. Your wisdom score increases by 1

Kitsune Divinity. At level 1, you are able to use the dancing lights cantrip. Once you reach 3rd level, you can cast the Color spray spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the Calm Emotions spell once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Chosen Champion
Skill Proficiencies. Perception, plus your choice of Arcana or Religion (Religion)

Languages. One of your choice (Infernal)

Heroic Traits
Heroic Resurrection. As an action, you may touch a creature that has died within the last hour. That creature returns to life with 1 hit point. Once you use this trait, you can't use it again until you finish a long rest.

Bard
Saving Throws. Dexterity, Charisma

Skills.
Choose any three (Arcana, Performance, and Persuasion)

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.
6/Long Rest
1d6

Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Features & Traits
A rapier
A dagger
A lute
A leather armor
An entertainer's pack (Backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.)
One set of traveler's clothes, a letter of recommendation from a noteworthy scholar, and a pouch containing 10 gp

(Heroic Item)
Nobles Slave Collar
a fancy engraved collar with rabbit icons of religious iconography.
Add +1 Charisma
You have a disadvantage against Deception and Charisma checks from those you find attractive. (Heroic Item debuff)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Spellcasting. You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.

Ritual Casting. You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus. You can use a musical instrument as a spellcasting focus for your bard spells.

Spells Known: 5
Spellcasting
Common, Sylvan, Infernal, and Vulpine

Light armor
Simple weapons, hand crossbows, longswords, rapiers, shortswords
Lute, Lyre, Viol

Languages & Proficiencies
I marvel at ordinary people who put themselves in harm’s way.

With enough power, I can overcome any challenge.

Personality Traits
Improvement. Great deeds help me to master my powers.

Ideals
I constantly strive to emulate an ancient legendary hero.

Bonds
I only feel heroic if I receive praise for my deeds.

Flaws
Age: 20
Height: 5'3
Weight: 95 lbs.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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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Level 0 Spells

Player's Handbook (Woc)

Dancing Lights

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 ft
Components: Verbal, Somatic, Material
Materials: A bit of phosphorus or wychwood, or a glow worm
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-ft radius.   As a bonus action on your turn, you can move the lights up to 60ft to a new spot within range. A light must be within 20ft of another light created by this spell, and a light winks out if it exceeds the spell's range.
Available for: Bard, Sorcerer, Wizard

PHB

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 10 feet
Components: V, S
Duration: 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

PHB

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 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.
At higher levels: This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Level 1 Spells

Source: PHB, page 224

Comprehend Languages

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: 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.
Available for: Bard, Sorcerer, Warlock, Wizard

Healing Word

1-level Evocation

Casting Time: 1 Bonus Action
Range/Area: 60 ft
Components: V
Duration: Instantaneous
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.
Available for: Bard, Cleric, Druid

SRD

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: self (15 foot cube)
Components: VS
Duration: instantaneous
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.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Available for: Bard, Druid, Sorcerer, Wizard

Player's Handbook p276

Sleep

1-level Enchantment

Casting Time: 1 Action
Range/Area: 90ft (20ft radius)
Components: V, S, M
Materials: A pinch of fine sand, rose petals, or a cricket
Duration: 1 Minute

This spell sends creatures into a magical slumber. Roll 5d8 ; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren’t affected by this spell.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Spell Level Dice
1 5d8
2 7d8
3 9d8
4 11d8
5 13d8
6 15d8
7 17d8
8 19d8
9 21d8
Available for: Bard, Sorcerer, Wizard, Twilight Domain, Oath of Redemption, The Archfey

SRD

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: self (15 foot cube)
Components: VS
Duration: instantaneous
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.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Available for: Bard, Druid, Sorcerer, Wizard

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