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Hrothgar Bjornsson

5 Level (0/14000 XP for level-up) Far Traveler Background Snow Elf Race / Species / Heritage Neutral Good Alignment
Skald
Level 5
Hit Dice: 4/5
1d10+2 Class 1

STR
15
+2
DEX
13
+1
CON
14
+2
INT
8
-1
WIS
10
+0
CHA
14
+2
44
Hit Points
+1
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
4 / 4
Inspiring Rage
Spellcasting ...
+5 Attack mod
CHA Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+5 Strength
+1 Dexterity
+5 Constitution
-1 Intelligence
+0 Wisdom
+2 Charisma
saving throws
+1 Acrobatics DEX
+4 Animal Handling WIS
-1 Arcana INT
+5 Athletics STR
+2 Deception CHA
+2 History INT
+3 Insight WIS
+2 Intimidation CHA
-1 Investigation INT
skills
+0 Medicine WIS
-1 Nature INT
+3 Perception WIS
+5 Performance CHA
+2 Persuasion CHA
-1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longsword +5 STR 1d8+2 Slashing
 Versatile(1d10)
Shortbow +4 DEX 1d6+1 Piercing
 Ammunition, (Range 80/320), Two-Handed
Dagger +5 STR 1d4+2 Piercing
 Finesse, Light, Thrown (range 20/60)
Battle Axe +6 STR 1d8+2 Slashing
 Versatile(1d10)
Attacks

Spell Book

Darkvision
Accustomed to twilit forests and the night sky, 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.
Trance
Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
Keen Senses.
You have proficiency in the Perception skill.
Ice Veins
Your Snow Elf blood grants you resistance to cold damage, and in addition you are adapted to cold climates as mentioned in the Dungeon Master's Guide.
Snow Sight
Hailing from lands famous for its harsh weather, you have learned to block out such distractions. You do not have disadvantage on Wisdom (Perception) checks due to low visibility caused by fog, rain, snow or similar weather conditions.
Tavern Brawler
Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • Increase your Consititution score by 1, to a maximum of 20.

  • You are proficient with improvised weapons.

  • Your unarmed strike uses a d4 for damage.

  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.


Strike of the Giants
You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:
Frost Strike. The target takes an extra 1d6 cold damage. If the target is a creature, it must succeed on a Constitution saving throw, or its speed is reduced to 0 until the start of your next turn.

Inspired rage
In battle, you inspire primal ferocity. On your turn, you can inspire rage as a bonus action.
Each friendly creature accepting your Inspiring rage gains the following benefits:

  • You have advantage on Strength checks and Strength saving throws.

  • When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This damage increases to +3 at 9th level, and +4 at 16th level.

  • At the beginning of the skald's turn you gain 2 temporary hit points This increases to 3 at 9th level and 4 at 16th level


If you are able to cast spells, you can't cast them or concentrate on them while accepting Inspired Rage.
Inspired Rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your Inspired Rage on your turn as a bonus action.

Once you have used Inspired Rage the number of times shown for your Skald level in the Inspired Rage column of the Skald table, you must finish a long rest before you can use Inspired Rage again.

When a Skald starts an Inspired Rage each friendly creature within 60 ft must decide whether to accept or refuse the effects of the Skald’s Inspired Rage. Unconscious allies automatically accept the song. If accepted, the Inspired Rage's effects last until the song ends, or until they stop accepting it as a bonus action, whichever comes first. A Skald can accept the effects of their own Inspired Rage Affected allies must be able to hear the skald for the song to have any effect.

Unarmoured Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.

Skill Mastery (Adapted from Versatile Performance)
At 2nd level, a skald can choose one skill. He becomes proficient in the chosen skill.

At 7th, 11th, & 15th level, the skald selects an additional skill.

Spellcasting Ability
Charisma is your spellcasting ability for your skald spells. Your magic comes from the rage you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a skald spell you cast and when making an attack roll with one.

Spell Save DC =12

Spell attack modifier = +4

Spellcasting Focus - A skald can use his instruments as an arcane focus

Skaldic Path: Path of the Artist
Those who follow this path are usually guardians who wish to protect their allies and inspire confidence in those around them.

Mark of the Artist
At 3rd level you has been marked by fate, as indicated by an impressive tattoo, scar, or birthmark you possess. Once someone accepts Inspired Rage they are granted a 1d6 inspiration die. The Inspiration die lasts until used or the inspired rage ends. It can grant 1d6 bonus on any d20 roll they have just made.

Song of Marching
When you reach 3rd level, you can perform a series of verses that invigorates you and your allies during long travels. While traveling for an hour or more, difficult terrain does not slow your group's travel, and your group has advantage on saving throws made to resist the effect of any harsh terrains or climates while traveling.
In addition, while raging, moving through nonmagical difficult terrain no longer cost extra movement for you.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Spell Kenning
At 5th level, you learn 1 new spell from any spell list. The selected spell counts as a Skald spell for you and doesn’t count against your Skald spells known.
You learn new spells in this way again at 11th and at 18th level.

Features & Traits
Longsword, Shortbow and 66 Arrows, an Explorer's Pack, Drum, Leather Armor, Dagger, One set of traveler’s clothes, poorly wrought maps of Niffleim, Tagelharpa, 2 Lesser Potion's of Healing, Scroll of Lesser Restoration, Battle-Axe+1, Hrothgar's Lucky Totem (Luckstone).

Equipment Copper: 0, Silver: 250, Electrum: 0, Gold: 504, Platinum: 0 Money
Armor: light armor, shields
Weapons: simple weapons, martial weapons
Tools: Tagelharpa, Horn, and Drum.
Languages: Common, Elvish, and Giant

Languages & Proficiencies
I have a strong code of honor that others don't usually comprehend. I have myself my own ideas on what is and what is not food, i find the habits of eating of those around me fascinating or confusing.

Personality Traits
Inquisitive. Everything is new, but I have a thirst to learn. (Neutral)
Open. I have much to learn from the kindly folk I meet along my way. (Good)

Ideals
So long as I have this token from my homeland, I can face any adversity in this strange land.

Bonds
I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst.

Flaws
Hrothgar's Lucky Totem: +1 to all saving throws

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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Level 0 Spells

Player's Handbook p285

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time: 1 Action
Range/Area: 60ft
Components: V
Duration: Instantaneous

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 ).

Available for: Bard

SRD

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: touch
Components: VSM
Materials: Two loadstones, or focus
Duration: Instantaneous
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.
Available for: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

Level 1 Spells

SRD

Identify

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: touch
Components: VSM
Materials: A pearl worth at least 100 gp and an owl feather
Duration: instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Available for: Artificer, Bard, Wizard

SRD

Longstrider

1-level Transmutation

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: A pinch of dirt, or focus
Duration: 1 hour
You touch a creature. The target’s speed increases by 10 feet until the spell ends.
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.
Available for: Artificer, Bard, Druid, Ranger, Wizard

SRD

Comprehend Languages

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: self
Components: VSM
Materials: A pinch of soot and salt, or focus
Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
Available for: Bard, Sorcerer, Warlock, Wizard

Icewind Dale - Rime of the Frostmaiden

Frost Fingers

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15 foot cone)
Components: V,S
Duration: Instantaneous
Attack/Save: Con
Damage/Effect: Cold
Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one. The cold freezes nonmagical liquids in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Available for: Wizard

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