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

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Peekin

Bard 4 Class & Level
Entertainer Background
Kobold Race
Chaotic Neutral Alignment

Strength 8
-1
Dexterity 16
+3
constitution 12
+1
intelligence 11
+0
wisdom 10
+0
charisma 15
+2
Total Hit Dice 4
Hit Die
1d8+1
+2 proficiency bonus
-1 Strength
+5 Dexterity
+1 Constitution
+0 Intelligence
+0 Wisdom
+4 Charisma
saving throws
+5 Acrobatics
+1 Animal Handling
+1 Arcana
+0 Athletics
+3 Deception
+1 History
+1 Insight
+3 Intimidation
+2 Investigation
+1 Medicine
+2 Nature
+2 Perception
+6 Performance
+4 Persuasion
+1 Religion
+4 Sleight of Hands
+7 Stealth
+2 Survival
skills

 
14
Armor Class
29
Hit Points
+4
Initiative
30
Speed
Rapier 1d20+5 1d8+3
Dagger 1d20+5 1d4+3
Attacks
Performance (double from Bard)
Stealth (double from Bard)

Light Armour
Simple Weapons
Hand Crossbows
Longswords
Rapiers
Shortswords
Proficiences
DC = 12
Spell attack = +4
Spellcasting
Leather armour
Rapier
Dagger
Entertainer's pack:
Lute
A favour from an admirer
Costume
Belt pouch
A finger
Some sausages
15GP
Equipment

Heroes Enabled

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Kobold

Ability Score Increase +2 Dex
Size Small
Speed

  • Darkvision. 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.
  • Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
  • Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
  • Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

 

Languages. Common and Draconic

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Level 0 Spells

Player's Handbook 5e

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 ft.
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.   You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.   The hand can't attack, activate magic items, or carry more than 10 pounds.
Available for: Bard, Sorcerer, Warlock, Wizard, Artificer

PHB: P. 284

True Strike

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: 30 feet
Components: S
Duration: Concentration, concentration, up to 1 round
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

PHB: P. 230

Cure Wounds

1-level Evocation

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

A creature you touch regains a number of hit points equal to 1*D8 + 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 1*D8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

PHB: P. 212

Animal Friendship

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: A morsel of food
Duration: 24 hours
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spells ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
Available for: Bard, Druid, Ranger

PHB: P. 276

Sleep

1-level Enchantment

Casting Time: 1 action
Range/Area: 90 feet
Components: V, S, M
Materials: a pinch of fine sand, rose petals, or a cricket
Duration: 1 minute

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.
Available for: Bard, Sorcerer, Wizard

PHB: P. 282

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15 foot cube)
Components: V, S
Duration: Instantaneous

A wave of thunderous force sweeps out from you.
Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
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: Artificer (Armorer, Artillerist), Bard, Druid, Sorcerer, Wizard

Level 2 Spells

PHB: P. 237

Enhance Ability

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: Fur or a feather from a beast
Duration: Concentration, Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following Effects - the target gains the effect until the spell ends. Bear's Endurance: The target has advantage on Constitution Checks. It also gains 2d6 Temporary Hit Points, which are lost when the spell ends.   Bull's Strength: The target has advantage on Strength Checks, and his or her carrying Capacity doubles.   Cat's Grace: The target has advantage on Dexterity Checks. It also doesn't take damage from Falling 20 feet or less if it isn't Incapacitated.   Eagle's Splendor: The target has advantage on Charisma Checks.   Fox's Cunning: The target has advantage on Intelligence Checks.   Owl's Wisdom: The target has advantage on Wisdom Checks.
At higher levels: When you cast this spell using a spell slot of 3rd Level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

PHB: P. 289

Zone of Truth

2-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: 10 minutes
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.   An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
Available for: Bard, Cleric, Paladin

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