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

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Iskandar Yari

College of the Matey Bard 4 Class & Level
Outcast Background
Half-Elf Race
Chaotic Good Alignment

Strength 13
+1
Dexterity 16
+3
constitution 15
+2
intelligence 12
+1
wisdom 12
+1
charisma 20
+5
Total Hit Dice 4
Hit Die
1d8+2
+2 proficiency bonus
+1 Strength
+5 Dexterity
+2 Constitution
+1 Intelligence
+1 Wisdom
+7 Charisma
saving throws
+5 Acrobatics
+2 Animal Handling
+2 Arcana
+2 Athletics
+9 Deception
+2 History
+3 Insight
+7 Intimidation
+2 Investigation
+2 Medicine
+2 Nature
+3 Perception
+7 Performance
+9 Persuasion
+2 Religion
+5 Sleight of Hands
+5 Stealth
+2 Survival
skills Acrobatics, Deception, Insight, Intimidation, Perception, Performance, Persuasion, Sleight of Hand, Stealth proficiencies

 
14
Armor Class
38
Hit Points
+4
Initiative
30
Speed
WeaponAttackDamage
Revolverd20+52d8+3
Rapierd20+51d8+3
Scimitard20+71d6+5
Daggerd20+51d4+3
Attacks
Languages: Common, Elven, Celestial, Infernal
Armor: Light Armor
Weapons: Simple Weapons, Hand Crossbows, Shortswords, Longswords, Rapiers, Scimitars, Firearms
Tool: Navigator's Tools, Calligrapher's Tools, Vehicles (Water), Disguise Kit
Musical Instrument: Lute, Songhorn, Accordion, Drum/Tambourine, Voice
Proficiences
Revolver; Bullets; Leather Armor; Rapier; Dagger; Backpack; Bedroll; Candle; Clothing, Costume; Disguise Kit (2 Lute; Rations (4 Waterskin; Arrows (16 Scroll of Longstrider; Healing Potion (2 Blazing Cloak; Bottle of Rum; Tricorn Hat
Equipment
Relatively well-spoken, and can talk his way out of most situations. Prefers diplomacy to outright violence, and prefers to outsmart and outmaneuver his opponents instead of taking them head-on.
Personality Traits
Big PP
Ideals
Wishes to find out the truth behind his father's death, and the pact that holds his village and home.
Bonds
Rather talkative and arrogant at times. Sometimes tries to front with knowledge that he doesn't have.

Tends to think with his dick in the worst situations, though in his defense, it has worked several times.

When things take a turn for the worse, particularly when dealing with his past, Iskandar tends to sulk, and when he sulks, he drinks. Rum is a personal favorite of his.
Flaws

Heroes Enabled

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

Dnd 5e SRD SRD

Leather Armor

Light Armor 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


 

DnD 5e SRD SRD

Rapier

Melee Weapon Finesse Common

Type Damage Damage Range Properties
Martial 1d8 Piercing Finesse

Cost: 25 gp Weight: 2 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Scimitar

Melee Weapon Common [Finesse, Light]

Type Damage Damage Range Properties
Martial 1d6 Slashing

Cost: 25 gp Weight: 3 lb


 

The statblocks of your class features

Bard


Hit Points

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

Proficiences

Armor: light armour
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three

Starting Equipment

You start with the following equipment in addition to the equipment you get from your background   (a) a rapier, or (b) a longsword, or (c)and simple weapon (a) a diplomats pack or (b) an entertainers pack (a) a lute or (b) any other musical instrument leather armour and a dagger


Spellcasting

You have learnt 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.

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

D&D 5e PHB Page 221

Charm Person

1-level Enchantment

Casting Time 1 action
Range 30 feet
Duration 1 hour
Components V, S

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
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. The creatures must be within 30 feet of each other when you target them.

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

Level 1 Spells

Player's Handbook

Feather Fall

1-level Transmutation

Casting Time 1 reaction (upon you or a creature within 60 feet of you falls)
Range 60 feet
Duration 1 minute
Components V,M (a feather or piece of down)

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

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

Level 2 Spells

Player's Handbook

Faerie Fire

1-level Evocation

Casting Time 1 action
Range 60 feet
Duration Concentration, 1 minute
Components V

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

Class(es): Bard, Druid

Level 3 Spells

PHB

Disguise Self

1-level Illusion

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S

You make yourself — including your clothing, armor, weapons, and other belongings on your person — look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.   To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Class(es): Artificer, Bard, Sorcerer, Wizard, Cleric (AmbCleric (Trickery Domain), Fighter (Eldritch Knight), Ranger (Gloom Stalker), Rogue (Arcane Trickster)

Level 4 Spells

PHB

Tasha's Hideous Laughter

1-level Enchantment

Casting Time 1 Action
Range 30 feet
Duration Concentration, Concentration, up to 1 minute
Components V S M
Materials (tiny tarts and a feather that is waved in the air)

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

Class(es): Bard, Warlock, Wizard

Saving ThrowWisdom

Level 5 Spells

Custom

Flash Step Slash

1-level Evocation

Casting Time: 1 action
Range/Area: 20 ft
Components: Verbal, Somatic
Duration: Instantaneous
Teleport in a straight line up to the end of the spells range. If you pass within 5ft or through a creature’s space while moving in this way you may make a melee attack against it with advantage. 
At higher levels: If you cast this using a spell slot of 2nd level or higher, add 10ft to the range and 1d6 force damage per level above 1st.
Available for: Bard

Level 6 Spells

Kiss of the Almighty

2-level Evocation

Casting Time: 1 action
Range/Area: 30 ft
Components: Verbal
Duration: Instantaneous
Caster prays to their god to channel her healing power and blows a kiss at a creature of your choice that you can see within range regains hit points equal to 2d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs. If the caster applies lips to the creatures body, it instead regains 2d10 + your spellcasting ability modifier.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by the corresponding dice for each slot level above 2nd.
Available for: Bard

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Created by

MerlinofCamelot.

Statblock Type

Character Sheet (Legacy)

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