Jirithil | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Jirithil

Bard 1 Class & Level
Orde - Lineage of Coin Background
Half-Elf Race
True Neutral Alignment

Strength 10
+0
Dexterity 13
+1
constitution 12
+1
intelligence 10
+0
wisdom 13
+1
charisma 20
+5
Total Hit Dice 1
Hit Die
1d8+1
+2 proficiency bonus
+0 Strength
+3 Dexterity
+1 Constitution
+0 Intelligence
+1 Wisdom
+7 Charisma
saving throws
+3 Acrobatics
+1 Animal Handling
+0 Arcana
+0 Athletics
+7 Deception
+2 History
+3 Insight
+5 Intimidation
+0 Investigation
+1 Medicine
+0 Nature
+3 Perception
+7 Performance
+7 Persuasion
+2 Religion
+1 Sleight of Hands
+3 Stealth
+1 Survival
skills
  • Tools: Weaver's Tools, Lute, Drums, Bagpipes

  •   proficiencies

     
    12
    Armor Class
    9
    Hit Points
    +1
    Initiative
    30
    Speed
    Attacks

  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Saving Throws: Dexterity, Charisma
  • Skills: Religion, Persuasion, Acrobatics, Deception, Perception, Performance, Stealth, History, Insight
  • Proficiences
    Cantrips
    Prestidigitation
    Vicious Mockery

    1st Level Spells
    Bane
    Healing Word
    Spellcasting

  • Leather Armor
  • Rapier
  • Dagger
  • Common Clothes

  • Equipment

  • Loves stories from others.
  • Will always look for an excuse to sing
  • Jokes around with friends but knows when to be serious.

  • Personality Traits

  • The tales of others should be shared in order to have others know about the world.
  • I believe that the
  • Ideals

  • I want to traverse the world and craft a tale involving each part of the world.
  • Nothing is more important than friends on a travel. After all, the more the merrier!
  • Bonds

  • Is hardly cautious when traveling.
  • I am easily distracted when the talk of storytelling comes up.

  • Flaws

  • Darkvision: Thanks to your elf blood, you have superior vision in dark and dim conditions. 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 gray.

  • Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

  • Skill Versatility: You gain proficiency in two skills of your choice.

  • Origin (Lineage of Coin):

  • Choose a single cleric domain, you may use that domain's channel divinity once per week. If you gain channel divinity from a domain you possess, you may instead change your channel divinity once per long rest to that of another domain. This choice remains until you change it. Your character level counts as your cleric level for the purposes of this channel divinity. Clerics cannot use this origin to change their Turn Undead channel divinity effect.

  • Domain: Time

  • Channel Divinity: Time Splinter:

  • At 2nd level, you may use your Channel Divinity to vanish within a splinter of time. As a reaction after you suffer damage or are forced to make a saving throw, you can vanish from time, becoming temporarily immune until the start of your next turn. During this time, you cannot be targeted or seen. After which, you return to an unoccupied space of your choice that is within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen freely if more than one space is equally near).

  • Languages: You can speak, read, and write Common, Elven and Dwarvish

  • Faction: Factionless

  • Deity: Oun
  • Features & Traits

    Heroes Enabled

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

    The statblocks of your class features

    Bard


    Hit Points

    Hit Dice: d8 per Bard level
    Hit Points at first Level: 8 + Constitution Modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard leveI after 1st

    Proficiences

    Armor: Light Armor
    Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
    Tools: Three Musical Instruments of your choice
    Saving Throws: Dexterity, Charisma
    Skills: Choose any three

    Overview & Creation

    Level Prof. Bonus Features Cantrips Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 2
    2nd +2 Jack of All Trades, Song of Rest (d6) 2 5 3
    3rd +2 Bard College, Expertise 2 6 4 2
    4th +2 Ability Score Improvement 3 7 4 3
    5th +3 Bardic Inspiration (d8), Font of Inspiration 3 8 4 3 2
    6th +3 Countercharm, Bard College feature 3 9 4 3 3
    7th +3 3 10 4 3 3 1
    8th +3 Ability Score Improvement 3 11 4 3 3 2
    9th +4 Song of Rest (d8) 3 12 4 3 3 3 1
    10th +4 Bardic Inspiration (d10), Expertise, Magical Secrets 4 14 4 3 3 3 2
    11th +4 4 15 4 3 3 3 2 1
    12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1
    13th +5 Song of Rest (d10) 4 16 4 3 3 3 2 1 1
    14th +5 Magical Secrets, Bard College feature 4 18 4 3 3 3 2 1 1
    15th +5 Bardic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1
    16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1
    17th +6 Song of Rest (d12) 4 20 4 3 3 3 2 1 1 1 1
    18th +6 Magical Secrets 4 22 4 3 3 3 3 1 1 1 1
    19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1
    20th +6 Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1

     


    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 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.  

    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, 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 bard college of your choice: 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, 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

    At 10th level, 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 Inspiration

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


    Starting Equipment

    You may pick either (a) or (b):

    • (a) a rapier, (b) a longsword, or (c) any simple weapon
    • (a) a Diplomat's Pack or (b) an Entertainer's Pack
    • (a) a lute or (b) any other musical instrument
    • Leather armor and a dagger
      Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.


    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. See chapter 10 for the general rules of spell casting and chapter 11 for the bard spell list.  

    Cantrips

    You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher leveIs, as shown in the Cantrips Known column of the Bard table.  

    Spell Slots

    The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells. you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   For example. if you know the 1st-levei spell cure wounds and have a 1st-levei and a 2nd-levei spell slot available, you can cast cure wounds using either slot.  

    Spells Known of 1st Level and Higher

    You know four 1st-levei spells of your choice from the bard spell list.   The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this c1ass, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.  

    Spellcasting Ability

      Charisma is your spell casting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spell casting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.     Spell Save DC= 8 + your proficiency bonus + your Charisma Modifier     Spell Attack Modifier= your proficiency bonus + your Charisma Modifier    

    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 (found in chapter 5) as a spell casting focus for your bard spells.  

    Spell Versatility

    Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the bard spell list. The new spell must be the same level as the spell you replace.


    Subclass Options

    College of Glamour

     

    Mantle of Inspiration

    At 3rd level, as a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.   The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.  

    Enthralling Performance

    Starting at 3rd level, if you perform for at least 1 minute, you can attempt to inspire wonder in your audience. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.   If a target succeeds on its saving throw, the target has no hint that you tried to charm it.   Once you use this feature, you can't use it again until you finish a short or long rest.  

    Mantle of Majesty

    At 6th level, as a bonus action, you cast Command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast Command as a bonus action on each of your turns, without expending a spell slot.   Any creature charmed by you automatically fails its saving throw against the Command you cast with this feature.   Once you use this feature, you can't use it again until you finish a long rest.  

    Unbreakable Majesty

    At 14th level, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.   Once you assume this majestic presence, you can't do so again until you finish a short or long rest.  

    College of Lore

     

    Bonus Proficiencies

    At 3rd level, you gain proficiency with three skills of your choice.  

    Cutting Words

    Also at 3rd level, when a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.  

    Additional Magical Secrets

      At 6th level, you learn two spells of your choice from any classes. 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 but don't count against the number of bard spells you know.  

    Peerless Skill

    Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.  

    College of Swords

     

    Bonus Proficiencies

    At 3rd level, you gain proficiency with medium armor and the scimitar.   If you're proficient with a simple or martial melee weapon, you can use it as a spell casting focus for your bard spells.  

    Fighting Style

    At 3rd level, choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.  
    • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
    • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
     

    Blade Flourish

    At 3rd level, whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.  
    • Defensive Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
    • Slashing Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
    • Mobile Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
     

    Extra Attack

    Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

    Master's Flourish

    Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.  

    College of Valor

     

    Bonus Proficiencies

    At 3rd level, you gain proficiency with medium armor, shields, and martial weapons.  

    Combat Inspiration

    Also at 3rd level, a creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.  

    Extra Attack

    Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

    Battle Magic

    At 14th level, when you use your action to cast a bard spell, you can make one weapon attack as a bonus action.  

    College of Whispers

     

    Psychic Blades

    At 3rd level, when you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.   The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.  

    Words of Terror

    At 3rd level, if you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.   If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.   Once you use this feature, you can't use it again until you finish a short or long rest.  

    Mantle of Whispers

    At 6th level, when a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.   You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.   While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.   Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.   Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.  

    Shadow Lore

    At 14th level, as an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn't share a language with you or if it can't hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.   On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.   The charmed creature obeys your commands for fear that you will reveal its secret. It won't risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.   When the effect ends, the creature has no understanding of why it held you in such fear.   Once you use this feature, you can't use it again until you finish a long rest.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Half-Elf

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

    Basic informations

    Lore

    Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds. In most parts of the world. though, half-elves are uncommon enough that one might live for years without meeting another. Some half-elves prefer to avoid company altogether, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.   To humans, half-elves look like elves, and to elves, they look human. In height, they're on par with both parents, though they're neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mark their elven ancestry. Half-elven coloration and features lie somewhere between their human and elf parents, and thus sh'ow a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.

    Age

    Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

    Alignment

    Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.

    Size

    HaIf-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

    Speed

    Your base walking speed is 30 feet.

    Ability Score Increase

    Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.

    Fey Ancestry

    You have advantage on saving throws against being charmed, and magic can't put you to sleep.

    Extra Language

    You can speak, read, and write one extra language of your choice.

    Subraces

    Choose one feature of the choosen subrace.

    Sun Elf

    Lore

    <wip>

    Elf Weapon Training

    You have proficiency with the longsword, shortsword, shortbow, and longbow.

    Cantrip

    You know one Cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

    Wood Elf

    Lore

    <wip>

    Elf Weapon Training

    You have proficiency with the longsword, shortsword, shortbow, and longbow.

    Fleet of Foot

    Your base walking speed increases to 35 feet.

    Mask of the Wild

    You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

    Moon Elf

    Moon Elf Weapon Training

    You have proficiency with the longsword, glaive, spear, and longbow.

    Lunar Magic

    You know the Minor Illusion cantrip. When you reach 3rd level, you can cast Faerie Fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Moonbeam spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

    Drow

    Lore

    <wip>

    Darkvision

    Thanks to your elf blood, you have superior vision in dark and dim conditions. 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 gray.

    Drow Weapon Training

    You have proficiency with rapiers, shortswords, and hand crossbows.

    Drow Magic

    You know the Dancing Lights cantrip. When you reach 3rd level, you can cast the Faerie Fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can also cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

    Sea Elf

    Lore

    <wip>

    Sea Elf Training

    You have proficiency with the spear, trident, light crossbow, and net.

    Child of the Sea

    You have a swimming speed of 30 feet.

    Lore

    <wip>

    Any Elf

    Lore

    <wip>

    Skill Versatility

    You gain proficiency in two skills of your choice.

    Languages. Common, Elvish

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Prestidigitation

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 10ft
    Duration Up to 1 hour
    Components V, S

    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.

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

    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

    Bane

    1-level Enchantment

    Casting Time 1 Action
    Range 30ft
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials a drop of blood

    Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

    Class(es): Bard, Cleric, Paladin (Oath of Vengeance), Sorcerer (Divine Soul)

    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)

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


    Created by

    spellboy.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed