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Bugs Poacher
Level 10 (0/85000 XP for level-up)
Background Urchin
Size Small
Species Rakin (Posskin)
Bard
Subclass College of Tragedy
Level 9
Hit dice 9/9
1d8+2
Bafoon
Level 1
Hit dice 1/1
1d8+2

STR 14
+2
STR save: +2
DEX 16
+3
DEX save: +7
CON 15
+2
CON save: +2
INT 11
+0
INT save: +0
WIS 14
+2
WIS save: +2
CHA 19
+4
CHA save: +8

Initiative (DEX)
+3
Speed
30 ft., climb 30 ft.
Passive Perception
12
Heroic Inspiration
Armor Class (AC)
14
Leather Armor
Hit Points
73 / 73
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+8
Ability
CHA
Abi Mod
+4
Save DC
16
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Bite +6 STR 1d6+2 Slashing
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Leather Armor 14
Skills
P/E Bonus Skill Abi
+5 Acrobatics DEX
+4 Animal Handling WIS
+2 Arcana INT
+4 Athletics STR
+6 Deception CHA
+2 History INT
+4 Insight WIS
+6 Intimidation CHA
+8 Investigation INT
+10 Medicine WIS
+2 Nature INT
+4 Perception WIS
+12 Performance CHA
+6 Persuasion CHA
+2 Religion INT
+7 Sleight of Hand DEX
+11 Stealth DEX
+4 Survival WIS

+8 Expertise Bonus
+4 Proficiency Bonus
+2 Jack of all Trades
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Vicious mockery
+8
Action 60 feet Instantaneous 2d6 V
 Notes:   You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.
Minor illusion
+8
Action 30 feet 1 minute
 Notes:   You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Prestidigitation
+8
Action 10 feet Up to 1 hour S
 Notes:   You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire. Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot. Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
Friends
+8
Action 10 feet Concentration, up to 1 minute S, M (some makeup)
 Notes:   You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours. The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.
Message
+8
Action 120 feet 1 round S, M (a copper wire)
 Notes:   You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.

Level 1 Spells
4 slots

NAME AB CAST RNG DUR DMG CMP #
Detect Magic
+8
Action or Ritual Self Concentration, up to 10 minutes V, S
 Notes:   For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Heroism
+8
Action Touch Concentration, up to 1 minute V, S
 Notes:   A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.
Silvery Barbs
+8
Instantaneous 60 feet 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
 Notes:   You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Level 2 Spells
3 slots

NAME AB CAST RNG DUR DMG CMP #
Heroism
+8
Action Touch Concentration, up to 1 minute V, S
 Notes:   A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.
Enhance Ability
+8
Action Touch Concentration, up to 1 hour V, S, M (fur or a feather)
 Notes:   You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.
Suggestion
+8
Action 30 feet Concentration, up to 8 hours V, M (a drop of honey)
 Notes:   You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or you could say, “Stop fighting, leave this library peacefully, and don’t return.” The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.
Zone of Truth
+8
Action 60 feet 10 minutes V, S
 Notes:   You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save. An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.

Level 3 Spells
3 slots

NAME AB CAST RNG DUR DMG CMP #
Heroism
+8
Action Touch Concentration, up to 1 minute V, S
 Notes:   A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.
Enhance Ability
+8
Action Touch Concentration, up to 1 hour V, S, M (fur or a feather)
 Notes:   You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.
Dispel Magic
+8
Action 120 feet Instantaneous V, S
 Notes:   Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check, the spell ends.
Tongues
+8
Action Touch 1 hour V, M (a miniature ziggurat)
 Notes:   This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.
Mass Healing Word
+8
Bonus Action 60 feet Instantaneous V
 Notes:   Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.

Level 4 Spells
3 slots

NAME AB CAST RNG DUR DMG CMP #
Heroism
+8
Action Touch Concentration, up to 1 minute V, S
 Notes:   A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.
Enhance Ability
+8
Action Touch Concentration, up to 1 hour V, S, M (fur or a feather)
 Notes:   You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.
Phantasmal Killer
+8
Action 120 feet Concentration, up to 1 minute V, S
 Notes:   You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends. For the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends.
Greater Invisibility
+8
Action Touch Concentration, up to 1 minute V, S
 Notes:   A creature you touch has the Invisible condition until the spell ends.
Charm Monster
+8
Action 30 feet 1 hour V, S
 Notes:   One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.

Level 5 Spells
1 slots

NAME AB CAST RNG DUR DMG CMP #
Heroism
+8
Action Touch Concentration, up to 1 minute V, S
 Notes:   A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.
Enhance Ability
+8
Action Touch Concentration, up to 1 hour V, S, M (fur or a feather)
 Notes:   You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.
Magatsuchi’s Lantern
+8
Action Self Concentration, up to 10 minutes S, M (a piece of spirit lantern amber)
 Notes:   A 10ft radius of dim light shines from you. Any creature in this aura must make a wisdom saving throw or be charmed by you. A charmed creature is incapacitated and follows you, you can gesture for it to move further by using its reaction.
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0
Bastions
Treasure and Equipment
Features & Traits

Background


City Secrets


You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Species


Darkvision


You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.

Deft Climber


You have a climbing speed equal to your walking speed.

Bite


You have a maw of sharp teeth that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Scavenger


You have advantage on saving throws against disease and poison, and you have resistance to poison damage.

Play Dead


When you take damage that reduces you to half your hit point maximum or lower, you can use your reaction to play dead, lowering your heart rate and relaxing your muscles as you fall prone For the next hour, or until you use your bonus action to end the effect early, a creature that spares you a casual sees only a corpse. A creature that uses its action while within 5 feet of you to make an Intelligence (Investigation) check contested by your Constitution (Deception) check sees through the trick on a success.
After you use this feature, you can’t do so again until you finish a short or long rest.

Class


Font of Inspiration


You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.
In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.

Countercharm


You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.

Subclass


Poetry in Misery


You learn to harness the beauty in failure, finding inspiration in even the direst twists of fate. Whenever you or an ally within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to soliloquize and regain one expended use of your Bardic Inspiration feature.

Sorrowful Fate


You exploit a foe’s peril to instill deep feelings of sorrow and doom. When you or an ally you can see forces a creature to make a saving throw, you can expend one use of your Bardic Inspiration to change the type of saving throw to a Charisma save instead.
If the target fails this save, roll a Bardic Inspiration die. The target takes psychic damage equal to the result, and is plagued with regret for 1 minute. If the target is reduced to 0 hit points during this time and can speak, they are magically compelled to utter darkly poetic final words before succumbing to their injuries.
Once you use this feature, you can’t use it again until you finish a short or long rest.

Tale of Hubris


You learn to weave a magical narrative that draws out the fatal arrogance of your foes. When a creature scores a critical hit against you or an ally within 60 feet of you that you can see, you can use your reaction and expend one use of your Bardic Inspiration to target the attacking creature and evoke the story of their downfall. For 1 minute or until the target suffers a critical hit, any weapon attack against the target scores a critical hit on a roll of 18–20.

Unstoppable


Your words can twist the power of fate to create triumph from the promise of future despair. When you make an attack roll or a saving throw, you can gain a +10 bonus to the roll, but the next attack roll or saving throw you make takes a −10 penalty. If not used, this penalty disappears when you finish a short or long rest.
You can’t use this feature again until you finish a short or long rest, or until you are reduced to 0 hit points.

Auxiliary Level


Taunt


You can use your bonus action to mock a creature within 15 feet of you. If the target can hear you and it understands at least one language, it has disadvantage on the next attack roll it makes against a creature other than you before the end of its next turn.
You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

I Meant To Do That


When you roll a 10 or lower on the d20 roll for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Once you use this ability, you can’t use it again until you finish a long rest.


™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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