Athanasia Banedragon Veremund | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Athanasia Banedragon Veremund

2 Level (0/900 XP for level-up) Entertainer Background Dragonborn (Base) (Silver) Race / Species / Heritage Neutral Good Alignment
Bard
Level 2
Hit Dice: 2/2
1d8+1 Class 1

STR
8
-1
DEX
15
+2
CON
13
+1
INT
12
+1
WIS
11
+0
CHA
17
+3
15
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
3 / 3
Bardic Inspirations
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Jack of all Trades
-1 Strength
+4 Dexterity
+1 Constitution
+1 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+4 Acrobatics DEX
+1 Animal Handling WIS
+2 Arcana INT
+0 Athletics STR
+4 Deception CHA
+2 History INT
+1 Insight WIS
+5 Intimidation CHA
+2 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+1 Perception WIS
+7 Performance CHA
+5 Persuasion CHA
+2 Religion INT
+4 Sleight of Hand DEX
+3 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Origin
The Architects
------------
Veil Historia(???)

Skill Proficiency: Gain Proficiency or Expertise (If you already have Proficiency) in Insight, Persuasion, or Performance(Expertise) and, +1 to Wisdom and Charisma
-------------------------
Inspired Fate
After a long rest, you may channel the power of the Veil to bring hope with your allies. Choose one of the following: Level check, Saves, Skills, or Attacks. You and/or allies up to your Wis or Cha mod gain + Half your Prof Mod (Min of 1/ Rounded down) to all rolls of the selected type. You may change this selection after a short rest.


3rd Level:
Hope's Design
Whenever an Inspired Fate ally misses. fails. or rolls a one based off your chosen Inspired fate within 60 feet of you. You may, as a reaction, make them reroll that dice to gain double the bonus of Inspired fate for that roll. You may do this up to your Wis or Cha Mod (Max of 5) per long rest.


-------------------
At every ASI Level: You gain a Feat in addition.


Racial
Racial
Draconic Ancestry.
You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.
Silver: 15 ft cone, Con save

Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can't use it again until you complete a short or long rest.

Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.

Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.


Class Features
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.

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 spellcasting 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 levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.

Spell Slots
The Bard table shows how many spell slots you have to cast your bard 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-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the bard spell list.

You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, 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 spellcasting 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 spellcasting 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 as a spellcasting focus for your bard spells.

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 (d6)
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 by spending Hit Dice 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.

Features & Traits
Inventory
  • rapier (Equipped)
  • an entertainer's pack
  • a backpack
  • a bedroll
  • 2 costumes
  • 5 candles
  • 5 days of rations
  • a waterskin
  • a disguise kit
  • Lyre
  • Viol(BG)
  • Leather armor (Equipped)
  • dagger
  • the favor of an admirer (A necklace shaped like a butterfly)
  • costume clothes
  • belt pouch containing 284 gp

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
    Cantrip
  • Vicious Mockery
  • Prestidigitation

  • 1st lvl spells
  • Dissonant Whispers
  • Tasha's Hideous laughter
  • Command
  • Comprehend Languages
  • Spellcasting
    Proficiencies
    Armor: light armor
    Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
    Tools: Lyre, Flute, Bagpipe, Disguise kit(BG), Viol(BG)
    Saving Throws: Dexterity, Charisma
    Skills: Intimidation, Sleight of hand, Persuasion, Acrobatics(BG), Performance(BG)
    languages: Common and Draconic

    Languages & Proficiencies
    Seemingly quiet, cold and expressionless, but kind ,curious and wishes to connect to others.

    Personality Traits
    Wish to provide the best of songs for others

    Ideals
    Mom: She's super cool.
    Dad: He's pretty cool.

    Bonds
    Seemingly quiet, cold and expressionless.

    Flaws


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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    Created by

    Ventiar.

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