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Elizeth

2 Level (233/900 XP for level-up) Entertainer Background Human Race / Species / Heritage Neutral Good Alignment
Bard
Level 2
Hit Dice: 1/2
1d8+0 Class 1

STR
14
+2
DEX
15
+2
CON
10
+0
INT
9
-1
WIS
12
+1
CHA
15
+2
13
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30 ft.
Speed (walk/run/fly)
11
Passive Perception
Spellcasting ...
+4 Attack mod
CHA Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+4 Dexterity
+0 Constitution
-1 Intelligence
+1 Wisdom
+4 Charisma
saving throws
+4 Acrobatics DEX
+1 Animal Handling WIS
-1 Arcana INT
+2 Athletics STR
+2 Deception CHA
-1 History INT
+3 Insight WIS
+2 Intimidation CHA
-1 Investigation INT
skills
+1 Medicine WIS
-1 Nature INT
+1 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +4 DEX 1d8+2 Piercing
 Martial, Finesse
Unarmed +4 STR 1+2 Bludgeoning
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mage Hand +4 1 Action 30ft 1 Min VS
Vicious Mockery +4 1 Action 60ft Instantaneous 1d4 V

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Vicious Mockery +4 1 Action 60ft Instantaneous 1d4 + V
Cure Wounds +4 1 Action Touch Instantaneous 1d8+2 VS
Healing Word +4 1 Bonus Action 60ft Instantaneous 1d4+2 V
Comprehend Languages +4 1 Action Self 1 Hour VSM Inf.
Dissonant Whispers +4 1 Action 60ft Instantaneous 3d6 V

Bardic Inspiration


Bonus action: One creature other than self, 60 feet earshot.
Creature gains one Bardic Inspiration die (d6)

For 10 minutes, creature can roll the die and add to one ability check, attack roll, or saving throw.
Creature can wait until after it rolls before deciding to use, but must decide before GM says success or fail.
Once rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

Uses = Charisma Modifier. Long Rest Restores Uses.

Jack of All Trades


Add half your proficiency bonus (rounded down) to non-proficient ability checks.

Song of Rest


During Short Rest, sing or speak to add 1d6 to all hit die healing.

Features & Traits
Drum, Flute, Horned Mask (Darkvision Enchant)

Equipment Copper: 2, Silver: 14, Electrum: 0, Gold: 64, Platinum: 0 Money
Choose 2 cantrips: Dancing Light, Light, Mage Hand, Mending Message, Minor Illusion, Prestidigitation, True Strike


Choose 4 1st level spells: Bane, Charm Person, Comprehend Languages, Cure Wounds, Detect Magic, Disguise Self, Faerie Fire, Feather Fall, Healing Word, Heroism, Hideous Laughter, Identify, Illusory Script, Longstrider, Silent Image, Sleep, Speak with Animals, Thunderwave, Unseen Servant
Spellcasting
Armor: Light


Weapons: Simple, Hand Crossbows, Longswords, Rapiers, Shortswords


Tools: Disguise Kit, Drum, Flute, Voice


Languages: Common, Infernal

Languages & Proficiencies
Center of Attention

Personality Traits
Quality: I can give just as much as others

Ideals
I give money to the college that gave me a chance

Bonds
I literally cannot handle failure

Flaws
Always in Bardic Apparel
Mid-level Fame (Worldwide)
Parents are alive but always gone for business

Survival Die: D8

Carrying Jade Frog

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.

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

DnD 5e SRD

Bedroll

Adventuring Gear Common

You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.

Cost: 1gp Weight: 7lb


 

Homebrew

Survival Die

Adventuring Gear

Common

A Survival Die replaces the function of provisions and consumables used during a short or long rest. Whenever you make camp, eat, drink, or build a fire you will roll your Survival Die (starting as a d10). If the roll is a 1 or 2 your Die becomes smaller to represent the dwindling of supplies. Your Survival Die can be shared with others and tasks that are only performed once only require a single player to roll.    Survival Die are scaled as such: d10 -> d8 -> d6 -> d4 -> 1   Survival Die are used up when used at one and can be bought at most traders. Foraging performed with the Survival Skill will replenish your Die by one on success and do nothing on failure.

Cost: 25gp
Weight: 39lb

DnD 5e PHB

Rapier

Weapon

Common

Finesse

Finesse
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Type Damage Damage Range
Martial Melee 1d8 Piercing 5 ft

Cost: 25gp
Weight: 2 lb

Dnd 5e SRD

Leather Armor

Adventuring Gear Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

The statblocks of your class features

Bard


Hit Points

Hit Dice: d8 per Bard level
Hit Points at first Level: 8+ Con modifier
Hit Points at Higher Levels: 1d8(or 5)+ Con modifier

Proficiences

Armor: Light
Weapons: Simple, Hand Crossbows, Longswords, Rapiers, Shortswords
Tools: 3 musical instruments
Saving Throws: Dex, Cha
Skills: Any 3

Overview & Creation

PHB, Pgs. 51-54


Class Features

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 GM 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.

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.

Bard College

At 3rd level, you delve into the advanced techniques of a Bardic College.   Your choice grants you features at 3rd level and again at 6th and 14th level.

Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.   At 10th level, you can choose another two skill proficiencies to gain this benefit.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Font of Inspiration

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Countercharm

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Magical Secrets

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the bard table, or a cantrip.   The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the bard table.   You learn two additional spells from any classes at 14th level and again at 18th level.

Superior Inspiriation

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.


Starting Equipment

  • A Rapier, Longsword, or Simple weapon
  • A Diplomats pack or an Entertainer's pack
  • A Lute or any other musical instrument
  • Leather armor and a Dagger


Spellcasting

Choose 2 cantrips: Dancing Light, Light, Mage Hand, Mending Message, Minor Illusion, Prestidigitation, True Strike
Choose 4 1st level spells: Bane, Charm Person, Comprehend Languages, Cure Wounds, Detect Magic, Disguise Self, Faerie Fire, Feather Fall, Healing Word, Heroism, Hideous Laughter, Identify, Illusory Script, Longstrider, Silent Image, Sleep, Speak with Animals, Thunderwave, Unseen Servant


LevelProficiency BonusFeaturesCantrips KnownSpells Known1st Slots2nd Slots3rd Slots4th Slots5th Slots6th Slots7th Slots8th Slots9th Slots
1st+2Spellcasting, Bardic Inspiration (d6)242----------------
2nd+2Jack of All Trades, Song of Rest (d6)253----------------
3rd+2Bard College, Expertise2642--------------
4th+2Ability Score Improvement3743--------------
5th+3Bardic Inspiration (d8), Font of Inspiration38432------------
6th+3Countercharm, Bard College feature39433------------
7th+3--3104331----------
8th+3Ability Score Improvement3114332----------
9th+4Song of Rest (d8)31243331--------
10th+4Bardic Inspiration (d10), Expertise, Magical Secrets41443332--------
11th+4--415433321------
12th+4Ability Score Improvement415433321------
13th+5Song of Rest (d10)4164333211----
14th+5Magical Secrets, Bard College feature4184333211----
15th+5Bardic Inspiration (d12)41943332111--
16th+5Ability Score Improvement41943332111--
17th+6Song of Rest (d12)420433321111
18th+6Magical Secrets422433331111
19th+6Ability Score Improvement422433332111
20th+6Superior Inspiration422433332211

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Tiefling

Ability Score Increase +1 Int, +2 Cha
Size Medium
Speed 30 ft.

PHB, Pg. 43   Darkvision: Tieflings have demonic blood, and from that comes the ability to see 60 ft. in dark and dim light.   Hellish Resistance: As demons are born of fire, they are also resistant to it.

Languages. Common, Infernal

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30ft
Duration 1 minute
Components V, S

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration 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.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds.

Class(es): Bard, Sorcerer, Warlock, Wizard

PHB

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V

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 ).

Class(es): Bard

Level 1 Spells

PHB pg 230

Cure Wounds

1-level Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components VS

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.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Class(es): Bard, Cleric, Druid, Paladin, Ranger

PHB

Healing Word

1-level Evocation

Casting Time 1 Bonus Action
Range 60ft
Duration Instantaneous
Components V

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.

Class(es): Bard, Cleric, Druid, Sorcerer (Divine Soul)

PHB

Comprehend Languages

1-level Divination (ritual)

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S, M
Materials a pinch of soot and salt

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.

Class(es): Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB

Dissonant Whispers

1-level Enchantment

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Class(es): Bard, Artificer (Archivist), Warlock (The Great Old One)

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

Disguise Kit

Tool

Common

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical Appearance.   Proficiency with this kit lets you add your Proficiency bonus to any Ability Checks you make to create a visual disguise.


Weight: 3 lbs


Created by

Lizaluv.

Statblock Type

Character Sheet (latest)

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