Swillow Aleslops | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Swillow Aleslops

Bard 3 Class & Level
Entertainer Background
Half-Elf Race
Chaotic Neutral Alignment

Strength 8
-1
Dexterity 14
+2
constitution 10
+0
intelligence 15
+2
wisdom 12
+1
charisma 17
+3
Total Hit Dice 3
Hit Die
1d8+0
+2 proficiency bonus
-1 Strength
+2 Dexterity
+0 Constitution
+2 Intelligence
+1 Wisdom
+3 Charisma
saving throws
+4 Acrobatics
+1 Animal Handling
+4 Arcana
-1 Athletics
+3 Deception
+4 History
+1 Insight
+5 Intimidation
+2 Investigation
+1 Medicine
+4 Nature
+1 Perception
+5 Performance
+3 Persuasion
+4 Religion
+2 Sleight of Hands
+0 Stealth
+1 Survival
skills Acrobatics, Animal Handling, Arcana (Expertise), History, Intimidation (Expertise), Nature, Perception, Performance, Religion, Stealth proficiencies

 
13
Armor Class
18
Hit Points
+2
Initiative
30 ft.
Speed
WeaponAttackDamage
Light Hammer 1d20+1 1d4-1
Unarmed Strike 1d20+1 0
Attacks
Light Armor, Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons, Bagpipes, Disguise Kit, Dulcimer, Pan Flute, Viol
Proficiences
Minor Illusion (Cantrip, At Will)
Vicious Mockery (Cantrip, At Will)
Bane (1st)
Cure Wounds (1st)
Dissonant Whispers (1st)
Sleep (1st)
Tasha's Hideous Laughter (1st)
Lesser Restoration (2nd)
Spellcasting
Bagpipes, Scroll Case x3 containing three spell scrolls (Bard Level 1 Cure Wounds, Cleric Level 2 Protection from Poison, Wizard Level 4 Phantasmal Killer), Chest, Costume, Fine Clothes, Dagger, Ink (1 ounce bottle), Ink Pen, Lamp, Leather, Light Hammer, Oil (flask) x 2, Paper (one sheet) x 5, Pefume (vial), Potion of Healing, Sealing Wax, Soap, Viol
Equipment
I know a story relevant to almost every situation.
I'll settle for nothing less than perfection.
Personality Traits
Creativity. The world is in need of new ideas and bold action. (Chaotic)
Ideals
My instrument is my most treasured possession, and it reminds me of someone I love.
Bonds
I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
Flaws
Darkvision (You can see in darkness (shades of gray) up to 60 ft.
Fey Ancestry
Skill Versatility (Profiency in two skills of my choice: History, Nature)
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Light Hammer

Melee Weapon Light, Thrown Common

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

Cost: 2 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

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

Bagpipes

Instrument

Common

Cost: 30 gp
Weight: 6 lb.

DnD SRD 5e

Diplomat's Pack

Adventuring Gear Common

Contains: Chest, map or scroll case(2), fine clothes, ink, ink pen, lamp, oil(2), paper(5), perfume, sealing wax, soap

Cost: 39 gp Weight: 36 lbs


 

Clothes, costume

Adventuring Gear Common

Cost: 5gp Weight: 4lb


 

DnD5e SRD

Case, Map or Scroll

Adventuring Gear Common

This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.

Cost: 1 gp Weight: 1 lbs


 

DnD 5e SRD

Spell Scroll (Bard Level 1 Cure Wounds)

Scroll

Common

Cure Wounds



1st-level evocation

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

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.

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity as shown in the Spell Scroll table.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.


DnD 5e SRD

Spell Scroll (Cleric Level 2 Protection from Poison)

Scroll

Uncommon

Protection from Poison



2nd-level abjuration

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: 1 hour

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity as shown in the Spell Scroll table.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.


DnD 5e SRD

Spell Scroll (Wizard Level 4 Phantasmal Killer)

Scroll

Rare

Phantasmal Killer



4st-level illusion

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Concentration, up to 1 minute

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity as shown in the Spell Scroll table.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.


DnD 5e SRD

Potion of Healing

Potion

Varies

A character who drinks the magical red fluid in this vial regains 2d4+2 hit points. Drinking or administering a potion takes an action.


Viol

Instrument Common

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus.

Cost: 30gp Weight: 1lb


 

The statblocks of your class features

Bard


Hit Points

Hit Dice: d8 per Bard level
Hit Points at first Level: 8 + CON
Hit Points at Higher Levels: 5 + CON

Proficiences

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice: Bagpipes, Dulcimer, Viol
Saving Throws: Dexterity, Charisma
Skills: Choose any three:
  • Arcana
  • Intimidation
  • Religion

Class Features

Bardic Inspiration (3 uses/Long Rest)

  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 GM 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.  

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

  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 at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.   The extra hit points increase when you reach certain levels in this class (e.g. to 1d8 at 9th level).  

Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
  • Arcana
  • Intimidation
At 10th level, you can choose another two skill proficiencies to gain this benefit.  

Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice, such as the College of Lore. Your choice grants you features at 3rd level and again at 6th and 14th level.
 

College of Lore

  Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king. The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic. The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.  

Bonus Proficiencies

When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice:
  • Animal Handling
  • Perception
  • Stealth

Cutting Words

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • any simple weapon (Light Hammer)
  • any musical instrument (Bagpipes)
  • Leather armor and a dagger

 


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.  

Cantrips

You know two cantrips of your choice from the bard spell list:
  • Minor Illusion
  • Vicious Mockery

Spell Slots

The Bard table shows how many spell slots you have to cast your 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.  

Spells Known of 1st Level and Higher

  You know five 1st-level spells of your choice from the bard spell list:
  • Bane
  • Cure Wounds
  • Dissonant Whispers
  • Sleep
  • Tasha's Hideous Laughter
You know one 2nd-level spell of your choice from the bard spell list:
  • Lesser Restoration

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

= 13

  Spell attack modifier = your proficiency bonus + your Charisma modifier

= +5

 

Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Half-Elf

Ability Score Increase +2 CHA, and two others of your choice: +1 DEX, +1 INT
Size Medium
Speed 30 ft.

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.  

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can't put you to sleep.  

Skill Versatility

You gain proficiency in two skills of your choice:
  • History
  • Nature

 

Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice: Gnomish.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Minor Illusion

0-level (Cantrip) Illusion

Casting Time 1 Action
Range 30ft
Duration 1 Minute
Components S, M
Materials A bit of Fleece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.   If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.   If you create an image of an object — such as a chair, muddy footprints, or a small chest — it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Class(es): Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Monk (Way of Shadow), Rogue (Arcane Trickster)

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V

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).

Class(es): Bard

Level 1 Spells

Bane

1-level Enchantment

Casting Time 1 Action
Range 30ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a drop of blood

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
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.

Class(es): Bard, Cleric, Paladin (Oath of Vengeance), Sorcerer (Divine Soul)

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): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

Dissonant Whispers

1-level Enchantment

Casting Time 1 Action
Range 60 feet
Duration Instantaneous
Components V

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.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Class(es): Bard

Sleep

1-level Enchantment

Casting Time 1 Action
Range 90ft
Duration 1 Minute
Components V, S, M
Materials a pinch of fine sand, rose petals, or a cricket

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).   Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.   Undead and creatures immune to being charmed aren't affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Class(es): Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Paladin (Oath of Redemption), Rogue (Arcane Trickster), Warlock (The Archfey)

Level 2 Spells

Lesser Restoration

2-level Abjuration

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

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Taraka.

Statblock Type

Character Sheet (Legacy)

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