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

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Bibo Arachi

Storm - Sorcerer 3, Bard 1 3 Class & Level
Noble Background
Teifling Bloodline of Dispater Race
Neutral - Evil Alignment

Strength 11
+0
Dexterity 16
+3
constitution 14
+2
intelligence 10
+0
wisdom 8
-1
charisma 18
+4
Total Hit Dice 3
Hit Die
1d6+2
+2 proficiency bonus
+0 Strength
+3 Dexterity
+4 Constitution
+0 Intelligence
-1 Wisdom
+6 Charisma
saving throws
+3 Acrobatics
-1 Animal Handling
+2 Arcana
+0 Athletics
+4 Deception
+2 History
-1 Insight
+4 Intimidation
+0 Investigation
-1 Medicine
+0 Nature
-1 Perception
+4 Performance
+6 Persuasion
+0 Religion
+3 Sleight of Hands
+3 Stealth
-1 Survival
skills Persuasion Arcana History
  proficiencies

 
14
Armor Class
24
Hit Points
+2
Initiative
30
Speed
Kukri 1d20+2 1d6+2 , Thin concealed blade guitar 1d20+2 1d4+2
Attacks
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma

Fluent in Abyssal
Fluent in Common
Fluent in Draconic
Fluent in Darvish
Fluent in Primordial
Proficiences
Thin blade guitar, Bandits winter cloak, Leather armor, Kukri 1d6 , Explorers pack, Night desert supplies, 24 gp.

Da big shid:
Amulet of the Black Skull
This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace.

The amulet has 6 charges and regains 1d6 charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you. The destination you choose doesn't need to be in your line of sight, but it must be familiar to you (in other words, a place you have seen or visited), and it must be on the same plane of existence as you. This effect isn't subject to the magic restrictions placed on the Tomb of the Nine Gods; thus, the amulet can be used to enter and exit the tomb.

If you aren't undead, you must make a DC 16 Constitution saving throw each time you use the amulet to teleport. On a failed saving throw, the black skull cackles as you are transformed in transit. The transformation takes effect as soon as you arrive at the destination, and is determined randomly by rolling percentile dice and consulting the Black Skull Transformation table.

Black Skull Transformation
d100 Transformation
01-20 The symbol of Acererak is burned into your flesh, a curse that can only be removed with a remove curse spell or similar magic. Until the curse ends, your hit points can't be restored by magic.
21-35 You grow larger as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour.
36-50 You grow smaller as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour.
51-70 You arrive at the destination wearing nothing but the amulet of the black skull. Everything else that you were wearing or carrying appears in a random unoccupied space within 100 feet of you.
71-95 You are paralyzed for 1 minute or until this effect is ended with a lesser restoration spell or similar magic.

Equipment
THAT bard
Charismatic
Smart ass
Personality Traits
Good ass
Great Tiddie
Good Music
Amazing service at the Tavern
Ideals
Mr. What's it - Old Eliotrope master
Robbin - Monk Guy
Oogway - Scottish Scary turtle: the only thing i fear

Bonds
I have an insatiable desire for carnal pleasures.
Flaws

Heroes Enabled

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

The statblocks of your class features

Sorceror - Bard


Hit Points

Hit Dice: d4 per Sorceror - Bard level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Subclass Options

Sorcerer Points:   2 Sorcerer Points   Sorcery Subclass:   Storm sorcery -   Wind Speaker The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.   Tempestuous Magic Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.   Meta Magic:   Twinned Spell When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.   Elemental Spell (UA) When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, thunder.   Subtle Spell When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.   Bard Abilities:   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.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Tiefling

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

Basic informations

Lore

Tiefting names fali into three broad categories. Tieftings born into another culture typically have names reftective of that culture. Some have names derived from the Infernallanguage, passed down through generations, that reftect their fiendish heritage. And some younger tieftings, striving to find a place in the world, adopt a na me that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it's a grim destiny.

Age

Tieflings mature at the same rate as humans but live a few years longer.

Alignment

Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

Size

Tieflings are about the same size and build as humans. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Hellish Resistance

You have resistance to fire damage.

Darkvision

Thanks to your infernal heritage, 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.

Subraces

Descendant of Asmodeus

Lore

The tieflings connected to Nessus command the power of fire and darkness, guided by a keener than normal intellect, as befits those linked to Asmodeus himself.

Ability Score Increase

Your Intelligence score increases by 1.

Infernal Legacy

You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Once 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.

Descendant of Baalzebul

Lore

The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transformed into acts of damnation. Tieflings linked to this archdevil can corrupt others both physically and psychically.

Ability Score Increase

Your Intelligence score increases by 1.

Infernal Legacy

You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Ray of Sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast the Crown of Madness 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.

Descendant of Dispater

Lore

The great city of Dis occupies most of Hell's second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispater excellent spies and infiltrators.

Ability Score Increase

Your Dexterity score increases by 1.

Infernal Legacy

You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Disguise Self spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast the Detect Thoughts 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.

Descendant of Fierna

Lore

A master manipulator, Fierna grants tieflings tied to her forceful personalities.

Ability Score Increase

Your Wisdom score increases by 1.

Infernal Legacy

You know the Friends cantrip. Once you reach 3rd level, you can cast the Charm Person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast the Suggestion 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.

Descendant of Glasya

Lore

Glasya, Hell's criminal mastermind, grants her tieflings magic that is useful for committing heists.

Ability Score Increase

Your Dexterity score increases by 1.

Infernal Legacy

You know the Minor Illusion cantrip. Once you reach 3rd level, you can cast the Disguise Self spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast the Invisibility 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.

Descendant of Levistus

Lore

Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.

Ability Score Increase

Your Constitution score increases by 1.

Infernal Legacy

You know the Ray of Frost cantrip. Once you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Once 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.

Descendant of Mammon

Lore

The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth.

Ability Score Increase

Your Intelligence score increases by 1.

Infernal Legacy

You know the Mage Hand cantrip. Once you reach 3rd level, you can cast the Tenser's Floating Disk and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast the Arcane Lock 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.

Descendant of Mephistopheles

Lore

In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic.

Ability Score Increase

Your Intelligence score increases by 1.

Infernal Legacy

You know the Mage Hand cantrip. Once you reach 3rd level, you can cast the Burning Hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast the Flame Blade 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.

Descendant of Zariel

Lore

Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle.

Ability Score Increase

Your Strength score increases by 1.

Infernal Legacy

You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Searing Smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Once you reach 5th level, you can also cast the Branding Smite 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.

Languages. Common, Infernal

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

P. 143 SCAG

Green-Flame Blade

0-level (Cantrip) Evocation

Casting Time 1 action
Range 5 ft
Duration Instantaneous
Components V, M
Materials a weapon

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell's damage increases when you reach higher levels.
At higher levels: At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

Class(es): Sorcerer, Warlock, Wizard

PHB

Sword Burst

0-level (Cantrip) Conjuration

Casting Time 1 Action
Range 5ft
Duration Instantaneous
Components V

You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.
At higher levels: This spell's damage increases by 1d6 when you reach 5th level ( 2d6 ), 11th level ( 3d6 ), and 17th level ( 4d6 ).

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

D&D 5e PHB Page 255

Light

0-level (Cantrip) Evocation

Casting Time 1 action
Range Touch
Duration 1 hour
Components V, M
Materials a firefly or phophorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be coloured as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

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

Fire Bolt

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 ft.
Duration Instantanious
Components V, S

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
At higher levels: This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Class(es): Artificer, Sorcerer, Wizard

PHB

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time 1 Action
Range 60 feet
Duration Instantaneous
Components V

You unleash a string of insults laved 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 1d8 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 increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Class(es): Bard

Saving ThrowWisdom
1d8 Psychic Damage

Mending

0-level (Cantrip) Transmutation

Casting Time 1 action
Range Touch
Duration Instantanious
Components V, S, M
Materials Two lodestones

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

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

Player's Handbook

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 30ft
Duration 1 minute
Components Verbal


You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Class(es): Cleric

Level 1 Spells

PHB pg 231

Detect Magic

1-level Divination (ritual)

Casting Time 1 Action
Range Self
Duration Concentration, Up to 10 minutes
Components VS

For the duration, you sense the presence of magic within 30 feet of you. If 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 it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Class(es): Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

Basic Rules , pg. 257

Magic Missile

1-level Evocation

Casting Time 1 action
Range 120 ft
Duration Instantaneous
Components V, S

Damage Type: Force   Saving Throws: None   Description: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Class(es): Sorcerer, Wizard

D&D 5e PHB Page 230

Cure Wounds

1-level Evocation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S

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.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Class(es): Bard, Cleric, Druid, Paladin, Ranger

Basic Rules , pg. 233

Disguise Self

1-level Illusion

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

Damage Type: Shapechanging
Saving Throws: None
Description: 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): Bard, Sorcerer, Wizard, Artificer

Puppet

1-level Enchantment

Casting Time 1 action
Range 120 ft.
Duration Instantaneous
Components V

Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.

Class(es): Bard, Warlock, Wizard

Basic Rules, pg. 239

Faerie Fire

1-level Evocation

Casting Time 1 Action
Range 60 ft (20 ft. of cube)
Duration 1 Minute
Components V

Damage Type: Debuff   Attack/Save Throw: DEX Save   Description: 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, Artificer

Green Dragon, Young

Large dragon, lawful evil
Armor Class 18 (natural armor)
Hit Points 136 16d10+48
Speed 40ft Fly: 80ft Swim: 40ft

STR
19 +4
DEX
12 +1
CON
17 +3
INT
16 +3
WIS
13 +1
CHA
15 +2

Saving Throws Dex +4, Con +6, Wis +4, Cha +5
Skills Deception +5, Perception +7, Stealth +4
Damage Immunities poison
Condition Immunities Poisoned
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
Languages Common, Daconic
Challenge 8 (3,900 XP)


Amphibious. The dragon can breathe air and water.


Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 2d10+4 piercing damage plus 7 2d6 poison damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 2d6+4 slashing damage.

Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 12d6 poison damage on a failed save, or half as much damage on a successful one.


 

Level 2 Spells

Misty Step

2-level Conjuration

Casting Time 1 Bonus Action
Range Self
Duration Instantaneous
Components V

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Class(es): Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Coast)), Fighter (Eldritch Knight), Ranger (Horizon Walker), Paladin (Oath of the Ancients), Paladin (Oath of Vengeance), Rogue (Arcane Trickster)

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