Samson D. Chesire | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Samson D. Chesire

Bard 3 Class & Level
Folk Hero Background
Tabaxi Race
Lawful Neutral Alignment

Strength 14
+2
Dexterity 15
+2
constitution 12
+1
intelligence 10
+0
wisdom 12
+1
charisma 14
+2
Total Hit Dice 3
Hit Die
1d8+1
+6 proficiency bonus
+2 Strength
+8 Dexterity
+1 Constitution
+0 Intelligence
+1 Wisdom
+8 Charisma
saving throws
+2 Acrobatics
+7 Animal Handling
+0 Arcana
+2 Athletics
+2 Deception
+0 History
+1 Insight
+2 Intimidation
+0 Investigation
+7 Medicine
+0 Nature
+7 Perception
+8 Performance
+2 Persuasion
+0 Religion
+8 Sleight of Hands
+8 Stealth
+7 Survival
skills Perception, Stealth, Animal Handling, Survival, Sleight of Hand, Preformance, Medicine, proficiencies

 
15
Armor Class
21
Hit Points
+0
Initiative
30ft
Speed
Dagger 1d20 1d4+2
Rapier 1d20 1d8+2
Cat Claws 1d20 [1d4+2]
Attacks
Cooks Utensils, Vehicles(Land), Light Armor, Simple Weapons, Hand Crossbows, Long swords, Rapiers, Short swords, medium armor, shields, and martial weapons
Proficiences
Mage Hand: magic hand 30 ft range carries 10 pounds. Blade Ward: You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. Cure Wounds: 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. Unseen Servant: This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. Detect magic: For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Dissonant Whisper: 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. Cloud of Daggers: You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there. Invisibility: A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
Spellcasting
Dagger| 1d20 | 1d4+2
Rapier| 1d20 | 1d8+2
Cat Claws| 1d20 || 1d4+2

Equipment
I’m confident in my own abilities and do what I can to instill confidence in others.
Personality Traits
No one should get preferential treatment before the law, and no one is above the law.
Ideals
My tools are symbols of my past life, and I carry them so that I will never forget my roots.
Bonds
The tyrant who rules my land will stop at nothing to see me killed.
Flaws
Dark Vision: 60ft ahead. Cat Claws: Slashing 1d4+STR mod damage. Cat Talents: Proficiency in Perception & Stealth. Feline Agility: Doubles speed for one turn must have a 0 movement turn to do again. Languages: Elvish & common. Rustic Hospitality: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Features & Traits

Heroes Enabled

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Created by

Mike Garrido.

Statblock Type

Character Sheet (Legacy)

Link/Embed