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

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Gunvald Amund

Bard (valor) 4 Class & Level
Outlander Background
Dragonblood Human (White) Race
LN Alignment

Strength 17
+3
Dexterity 13
+1
constitution 16
+3
intelligence 12
+1
wisdom 15
+2
charisma 20
+5
Total Hit Dice 3
Hit Die
1d8+3
+2 proficiency bonus
+4 Strength
+3 Dexterity
+3 Constitution
+1 Intelligence
+2 Wisdom
+6 Charisma
saving throws
+2 Acrobatics
+6 Animal Handling
+2 Arcana
+6 Athletics
+5 Deception
+2 History
+3 Insight
+6 Intimidation
+2 Investigation
+3 Medicine
+2 Nature
+3 Perception
+6 Performance
+5 Persuasion
+2 Religion
+2 Sleight of Hands
+2 Stealth
+6 Survival
skills

 
17
Armor Class
41
Hit Points
+1
Initiative
30
Speed
Jawbone 1d20+6 1d8+4 1d10+4
Shortbow 80/320 1d20+3 1d6+1
Attacks
Drums, flutes, lutes, singing, light/medium armor, shields, all weapons.

Common, Draconic, Giant.
Proficiences
7 known spells. DC 15, +7 to hit.
Can Ritual cast.
Cantrips: Bass Boost (Zul), Dancing Lights (Jun), Message
1st level (3 slots): Animal Friendship (Kaan Drem Ov), Dissonant Whispers (Zii Faas Ru), Healing Word (Haas)
3nd level (2 slots): Heat Metal (Yol Se Heim), Hold Person (Gron Jul), Phantasmal Force (Aus Mey Hah)

Unrelenting Force (1 per short/long rest)
-DC 13 Str save, 15 foot cone. A creature takes 1d4 thunder damage on a failed save, and half as much damage on a successful one; A medium or smaller creature that fails it's save is also thrown 5 feet away from you and knocked prone. The damage increases to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level, with the throw distance increasing by 5 feet every time the damage increases.
Spellcasting
A hunting trap, a wolf pelt cloak, a set of traveler's clothes, Studded leather, shield, Jawbone longsword, shortbow w/ 40 arrows, crampons, snowshoes, a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope, hunting knife.

25 Gp
Equipment
I have a lesson for every situation, drawn from observing nature.
Personality Traits
If I dishonor myself, I dishonor my whole clan.
Ideals
I accidentally slew the leader of my tribe, the wolf tribe, in a heated argument years ago; I feel responsible for the tribe's current condition and I desire to help free them from their new leader.
Bonds
I like my ale a little too much.
When I lose my temper I sometimes accidentally cast spells.
Flaws
Wanderer
-You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Dragon Blood
-Resistant to cold damage.

Bardic Inspiration (4)
-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. If a creature has a Bardic Inspiration die from you and casts a spell, the creature can roll that die and add the number rolled to one damage or healing roll of the spell. The Bardic Inspiration die is then lost.

Song of Rest
-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.

Combat Inspiration
-A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.
Features & Traits

Heroes Enabled

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

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Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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Created by

RealLifeLoreNerd.

Statblock Type

Character Sheet (Legacy)

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