Vala Grimm "Harbruden" | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Vala Grimm "Harbruden"

3 Level (2530/2700 XP for level-up) Background Human Race / Species / Heritage CN Alignment
Bard
Level 3
Hit Dice: 3/3
1d8+0 Class 1

STR
8
-1
DEX
14
+2
CON
11
+0
INT
14
+2
WIS
14
+2
CHA
17
+3
14
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
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
+0 Constitution
+2 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+4 Acrobatics DEX
+3 Animal Handling WIS
+3 Arcana INT
+0 Athletics STR
+4 Deception CHA
+3 History INT
+3 Insight WIS
+4 Intimidation CHA
+3 Investigation INT
+3 Hindsight WIS
skills
+3 Medicine WIS
+3 Nature INT
+3 Perception WIS
+5 Performance CHA
+7 Persuasion CHA
+4 Religion INT
+6 Sleight of Hand DEX
+3 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Kortsvärd +4 DEX 1d6+2 slashing
Slingshot +4 DEX 1d4+2 bludgeoning
Dolk +4 DEX 1d4+2 piercing
Attacks

Spell Book

Lucky. (Glöm för fan inte luck-points).
Glömsk när det gäller det viktiga, så hon ser alltid till att skriva ner saker så fort de händer.


Features & Traits
Luta, Tvärflöjt, Gyckeldräkt, Tamburin, Leather armor, Halsband, Dolk, Pengapung, Potion of healing, Ametist (20G) Spjutspets, Book of forgotten heroes, Brev (from the battlefield), Silvermedaljong, Boots of Elven kind (silent sneak), Brödlimpa (2).

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common
Gnomish

Light armor, Simple weapons, Hand crossbows, Longswords, Rapiers, Shortswords, Luta, Tvärflöjt, Dragspel, Mungiga, Disguise kit (?).

Languages & Proficiencies
Flaky, extrovert, kleptoman.

Personality Traits
Att hitta sig ett ideal. För tillfället: Ca$h moneyz

Ideals
To prove herself superior and more succesful than her twin sister Laura Grimm.

Bonds
Identitetskris on the down low. Vi har inte tid att hantera det problemet just nu, så vi glömmer det och låtsas som ingenting.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
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Level 0 Spells

PHB

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time 1 Action
Range 60 feet
Duration Instantaneous
Components V

You unleash a string of insults laved 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 1d8 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 increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Class(es): Bard

Saving ThrowWisdom
1d8 Psychic Damage

Evolving Cantrips

Dancing Lights

0-level (Cantrip) Evocation

Casting Time 1action
Range 120 feet
Duration Concentration, 1 minute
Components V,S,M (phosphorous or a glow worm)

You create up to four torch-sized lights , making them appear as torches, lanterns, or glowing orbs that hover in the air for the Duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.As a bonus action, you can move the lights 60 ft within range, but all lights must be within 20 feet of each other.
At higher levels: The lights can shed bright light for 10 feet, and dim light for another 10 feet at 5th level. They can be attached to a creature by making a ranged spell attack at 11th level.At 17th level, you can create up to 6 lights at a time.

Class(es): Bard, Sorcerer, Wizard

Level 1 Spells

PHB

Comprehend Languages

1-level Divination (ritual)

Casting Time 1 Action
Range Self
Duration 1 hour
Components V S M
Materials (a pinch of soot and salt)

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

Class(es): Bard, Sorcerer, Warlock, Wizard

PHB

Speak with Animals

1-level Abjuration

Casting Time 1 Action
Range Self
Duration 10 Minutes
Components V, S

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Class(es): Bard, Druid, Ranger, Barbarian (Path of the Totem Warrior), Cleric (Nature Domain), Paladin (Oath of the Ancients)

PHB

Charm Person

1-level Enchantment

Casting Time 1 Action
Range 30 feet
Duration 1 hour
Components V S

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
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. The creatures must be within 30 feet of each other when you target them.

Class(es): Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Saving ThrowWisdom

Basic Rules, pg. 230

Cure Wounds

1-level Evocation

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

Damage Type: Healing   Saving Throws: None   Description: 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): Bard, Cleric, Druid, Paladin, Ranger, Artificer

Level 2 Spells

Player's Handbook

Invisibility

2-level Illusion

Casting Time 1 action
Range Touch
Duration Concentration, 1 hour
Components V,S,M (an eyelash encased in gum arabic)

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
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.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard

PHB

Shatter

2-level Evocation

Casting Time 1 Action
Range 60 feet
Duration Instantaneous
Components V S M
Materials (a chip of mica)

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd

Class(es): Bard, Cleric, Sorcerer, Warlock, Wizard

Saving ThrowConstitution
3d8 Thunder Damage
Area of Affect10-foot-raidus Sphere

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