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Bugs
Level 4 (0/6500 XP for level-up)
Background Urchin
Size Small
Species Rakin (Posskin)
Bard
Subclass College of Tragedy
Level 4
Hit dice 4/4
1d8+3

STR 15
+2
STR save: +2
DEX 15
+2
DEX save: +2
CON 17
+3
CON save: +5
INT 13
+1
INT save: +1
WIS 14
+2
WIS save: +2
CHA 16
+3
CHA save: +5

Initiative (DEX)
+2
Speed
30
Heroic Inspiration
Armor Class (AC)
15
Chain Shirt
Hit Points
53 / 53
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+5
Ability
CHA
Abi Mod
+3
Save DC
13
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Cutlass (Scimitar) +4 DEX 1d6+2 Slashing
 Finesse, Light
Cutlass (Scimitar) +4 DEX 1d6+2 Slashing
 Finesse, Light
Javelin x5 +4 STR 1d6+2 Piercing
 Thrown (30/120)
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Chain Shirt 15
Skills
P/E Bonus Skill Abi
+2 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+4 Athletics STR
+3 Deception CHA
+1 History INT
+2 Insight WIS
+3 Intimidation CHA
+3 Investigation INT
+2 Medicine WIS
+1 Nature INT
+2 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+1 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+2 Survival WIS

+4 Expertise Bonus
+2 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Bestial Roar
+5
1 action Self (10-foot-radius sphere) Instantaneous V
 Notes:   You release a loud, monstrous roar mimicking those of ravenous breasts, causing shockwaves around you. Each creature within 10 feet of you must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
Stalker’s Eye
+5
1 action Touch Concentration, up to 1 minute V, S, M (small magnifying lens)
 Notes:   A willing creature you touch gains a preternatural ability to perceive the weaknesses in a creature’s defences. The first time the creature makes an attack while under the effect of this spell, it makes the attack with advantage. After it makes an attack, the spell ends.
Vicious Mockery
+5
1 action 60 feet Instantaneous 1d4 V
 Notes:   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.

Level 1 Spells
4 slots

NAME AB CAST RNG DUR DMG CMP #
Action
+5
1 action 30 feet 1 round V, S, M (a shaving of licorice root)
 Notes:   Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (melee attack only), Dash, Disengage, Hide, or Use an Object action.
Cure Wounds
+5
1 action Touch Instantaneous 1d8 + 2 V, S
 Notes:   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.
Healing Word
+5
1 bonus action 40 ft Instantaneous 1d4 +2 V
 Notes:   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.
Heroism
+5
1 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 being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

Level 2 Spells
3 slots

NAME AB CAST RNG DUR DMG CMP #
Aid
+5
1 action 30 feet 8 hours V, S, M (a tiny strip of white cloth)
 Notes:   Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
Blindness/Deafness
+5
1 action 30 feet 1 minute V
 Notes:   You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
Inequality
+5
1 action 30 feet V, S, M (a drop of blood and water, mixed)
 Notes:   You twist the fates of two creatures you can see, both of whom must be within range. Choose one target to favour and one to disfavour. The disfavoured target must succeed on a Charisma saving throw or the following effects occur: Whenever the favoured target makes an attack roll or saving throw before the spell ends, the favoured target can roll a d4 and add the number rolled to the attack or saving throw. Whenever the disfavoured target makes an attack roll or saving throw before the spell ends, the disfavoured target must roll a d4 and subtract the number rolled from the attack or saving throw. The disfavoured target’s speed is halved, whilst the favoured target’s speed increases by half. These effects end for the pair if either of the target pair is knocked unconscious, killed, or the spell ends. While under the influence of this spell, a favoured target can’t benefit from the bless spell, and a disfavoured target can’t be afflicted by the bane spell.

Level 3 Spells
2 slots

NAME AB CAST RNG DUR DMG CMP #
Inequality
+5
1 action 30 feet V, S, M (a drop of blood and water, mixed)
 Notes:   You twist the fates of two creatures you can see, both of whom must be within range. Choose one target to favour and one to disfavour. The disfavoured target must succeed on a Charisma saving throw or the following effects occur: Whenever the favoured target makes an attack roll or saving throw before the spell ends, the favoured target can roll a d4 and add the number rolled to the attack or saving throw. Whenever the disfavoured target makes an attack roll or saving throw before the spell ends, the disfavoured target must roll a d4 and subtract the number rolled from the attack or saving throw. The disfavoured target’s speed is halved, whilst the favoured target’s speed increases by half. These effects end for the pair if either of the target pair is knocked unconscious, killed, or the spell ends. While under the influence of this spell, a favoured target can’t benefit from the bless spell, and a disfavoured target can’t be afflicted by the bane spell.
Leomund's Tiny Hut
+5
1 minute Self (10-foot-radius hemisphere) 8 hours V, S, M (a small crystal bead)
 Notes:   A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
Mass Healing Word
+5
1 bonus action 60 feet Instantaneous V
 Notes:   As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
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.

Race


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 color 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


Bardic Inspiration. You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.

Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.

Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it’s rolled.

Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.

Jack of All Trades
You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn’t otherwise use your Proficiency Bonus.

For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.

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.

Sub-class


Poetry in Misery
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
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.
Feats
Remarkable Recovery. Your body has the ability to recover quickly from terrible injuries, and is unusually receptive to healing magic. You gain the following benefits:
  • When you are successfully stabilized while dying, you regain hit points equal to your Constitution modifier (minimum of 1).

  • Whenever you regain hit points as a result of a spell, potion, or class feature (but not this feat), you regain additional hit points equal to your Constitution modifier (minimum of 1).


™ & © Wizards of the Coast - D & D 5e Character Sheet v3.03, made by Tillerz - Updated: 2025-02-15

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