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Resonance Delakeer

7 Level (0/34000 XP for level-up) Anthropologist Background Butterfly Pixie Race / Species / Heritage Neutral Good Alignment
Spirit Bard
Level 7
Hit Dice: 7/7
1d8+3 Class 1

STR
16
+3
DEX
17
+3
CON
16
+3
INT
15
+2
WIS
10
+0
CHA
20
+5
57
Hit Points
+4
Initiative (DEX)
19
Armor Class (AC)
+3
Prof. Bonus
10 / 30 (10ft height max)
Speed (walk/run/fly)
10
Passive Perception
2 / 5
Bardic Inspiration
8, 5, 5, 4, 2, 5, 7 /
HP Rolls
1 / 1
DM Inspiration
Spellcasting ...
+8 Attack mod
CHA Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Jack of all Trades
+3 Strength
+6 Dexterity
+6 Constitution
+2 Intelligence
+0 Wisdom
+8 Charisma
saving throws
+4 Acrobatics DEX
+1 Animal Handling WIS
+5 Arcana INT
+4 Athletics STR
+6 Deception CHA
+3 History INT
+3 Insight WIS
+6 Intimidation CHA
+3 Investigation INT
+8 Undead INT
+8 Pan Flute CHA
+8 Flute CHA
+8 Hand Drum CHA
+5 Herbalism Kit INT
skills
+1 Medicine WIS
+5 Nature INT
+1 Perception WIS
+11 Performance CHA
+8 Persuasion CHA
+5 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +6 DEX 1d8+3 Piercing
Rune Casting +6 STR
Steal Breath +6 DEX 3d6+3 cold
 The creature struck can resist having its breath drawn out with a successful DC Con save; otherwise, the target is knocked unconscious by the sudden loss of oxygen
Attacks

Spell Book

Anthropologist. Spent a lot of time studying mortal cultures. Particularly humans. Likes the "live fast, die young" mentality mortals have.

Resilient Constitution feat.

Features & Traits
Entertainer's Pack, Rapier, Leather Armor, Rune Bag, Runelore Book

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Cantrip
Message, Guidance, Prestidigitation, Viscous Mockery, Mage Hand

Level 1
Thunder wave, Faerie Fire, Cure Wounds, Disguise Self

Level 2
Mirror Image, Lesser Restoration, Invisibility, Misty Step

Level 3
Slow, Sending, Dispel Magic

Level 4
Confusion, Polymorph
Spellcasting
Manx, Common, Auran, Dead, Dwarf, Giant

Languages & Proficiencies
I would risk life and limb to discover a new culture or unravel the secrets of a dead one.

Personality Traits
Knowledge. Many fae live long lives. Some claim immortality. Though, dont we all share immortality? Do our stories end upon death? Nay. Much like the ancient fae we persist. Forms change and death is just the next step.

Ideals
Owes a life debt to Artigi. Oh boy.
Thanked by Vreedi.

Sister is an artisan chef, parents are actors, brother is a traveling adventuring bard.

Bonds
Butterfly Pixie
Your wings have a fine loose scale powder that trails behind you in a color to match your wings; wings can range in many different shades and colors. Many patterns carry multiple colors while some only carry a single color in varying shades; your wings may also come in many designs that are both elegant and subtle. You carry a small amount of fuzz around your neck and on your arms, as well as you can choose to have the long elegant antennae of butterflies.
Size. Your size is Tiny.
Tiny stature: Your melee attacks have a reach of 0 feet. If tiny then you have a main altitue of 10 ft.
Speed. Walking speed of 10 feet. You have a flying speed of 30 feet, you can only maintain altitue at 30 ft and will be falling if you try to go past this height. Strong winds will also have an impact on your movements.
Frail Strength. Butterflies are not made for manual labor. You have disadvantage on all Strength checks and saving throws. You can lift no more than 10 pounds.
Grace: You add Dexterity modifier instead of Strength modifier to damage rolls with all melee and ranged weapons. She gains a bonus to your Armor Class equal to her Charisma modifier. You ignore any effect that would reduce your movement speed or prevent her from taking a 5-foot step.
Silence Between Wing Beats: When you take a 5-foot step, instead of moving 5 feet, you can ride the spaces in between breaths and thoughts, disappearing and rematerializing anywhere within 30 feet and attempting a Stealth check to hide as a free action. You can attempt hide even when being directly observed, and your Stealth can defeat any sense (for example blindsight, lifesense, and tremorsense) as long as the result of the check exceeds the result of the observer’s Perception check and you stop all your movements.
Steal Breath: You have a touch attack deals 1d6 points of cold damage and draws the breath from the target’s lungs. The creature struck can resist having its breath drawn out with a successful DC Con save; otherwise, the target is knocked unconscious by the sudden loss of oxygen. Steal breath does not harm creatures that do not breathe, but her touch attack can still deal cold damage. Increase the damage dice by 1d6 on level 4, 6, 8, 10, 12, 14, 16, 18, and 20 (max 10d6 if my math is right).
Wing Scales: You scatters iridescent wing scales in a 15-foot cube centred around itself. Each creature in that area must succeed on a DC 16 Con saving throw.
Nimble. You can move through the space of any creature that is of a size larger than yours and may end your turn in the space of another creature of a size larger than your own.
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.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Known Magic: You ~~know~~ knew the mage hand cantrip. When you reach 3rd level, you can cast the disguise self spell once per day. 3rd level, you can cast the invisibility spell on yourself once. When you reach 5th level, you can also cast the misty step spell once per day. You requiring no material components. You regain the ability to cast this spell with this trait when you finish a long rest. Charisma is your spellcasting ability for this spell.
Shrink. You can touch an object that is sized for a Medium or Small creature and shrink it to a size appropriate for you. If it is a container, such as a backpack or coin purse, all objects inside shrink proportionately. You can have multiple object shrunk at once but once the object leaves your person, it container or you die, it returns to its original size. Contact DM to see about weapons and armor.
Faerie and Folk. Your creature type is considered to be both humanoid and fey.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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Level 0 Spells

Evolving Cantrips

Guidance

0-level (Cantrip) Divination

Casting Time 1 action
Range Touch
Duration Concentration, 1 minute
Components V,S

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
At higher levels: At 5th Level. You can cast this spell on a willing creature of your choice that you can see within 30 feet of you. At 11th Level. When the target rolls a 1 for the benefit of this spell it may reroll the die and must use the new roll, even if the new roll is a 1. At 17th Level. You can choose up to two creatures to receive the benefit of this spell. The spell ends when both targets have rolled, and each target may only roll once within its duration

Class(es): Cleric, Druid

PHB

Message

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 120ft
Duration 1 Round
Components V, S, M
Materials A short piece of copper wire

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.   You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Class(es): Artificer, Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Prestidigitation

0-level (Cantrip) Abjuration

Casting Time 1 action
Range 10 feet
Duration Up to 1 hour
Components V, S

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical Effects within range.   • You create an Instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.   • You instantaneously light or snuff out a Candle, a torch, or a small campfire.   • You instantaneously clean or soil an object no larger than 1 cubic foot.   • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.   • You make a color, a small mark, or a Symbol appear on an object or a surface for 1 hour.   • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.   If you cast this spell multiple times, you can have up to three of its non-instantaneous Effects active at a time, and you can dismiss such an effect as an action.

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

Basic Rules , pg. 285

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time 1 Action
Range 60 ft
Duration Instantaneous
Components V

Damage Type: Psychic   Saving Throws: Wisdom   Description: 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

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30ft
Duration 1 minute
Components V, S

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 magical items, or carry more than 10 pounds.

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

Level 1 Spells

Basic Rules, pg. 282

Thunderwave

1-level Evocation

Casting Time 1 Action
Range Self (Cube of 15 ft.)
Duration Instantaneous
Components V, S

Damage Type: Thunder   Attack/Save Throw: CON Save   Description: 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.

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

Basic Rules, pg. 239

Faerie Fire

1-level Evocation

Casting Time 1 Action
Range 60 ft (20 ft. of cube)
Duration 1 Minute
Components V

Damage Type: Debuff   Attack/Save Throw: DEX Save   Description: Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Class(es): Bard, Druid, Artificer

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

Basic Rules , pg. 233

Disguise Self

1-level Illusion

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S

Damage Type: Shapechanging
Saving Throws: None
Description: You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
 
 

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

Level 2 Spells

PHB

Mirror Image

2-level Illusion

Casting Time 1 Action
Range Self
Duration 1 Minute
Components V, S

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.   Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.   If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.   A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.   A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Class(es): Sorcerer, Warlock, Wizard, Cleric (Trickery Domain), Druid (Circle of the Land (Coast)), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

PHB

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): Bard, Cleric, Druid, Paladin Ranger

Invisibility

2-level Illusion

Casting Time 1 Action
Range Touch
Duration up to 1 Hour
Components V, S, M
Materials 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, Druid (Circle of the Land (Grassland)), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

Misty Step

2-level Conjuration

Casting Time 1 Bonus Action
Range Self
Duration Instantaneous
Components V

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Class(es): Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Coast)), Fighter (Eldritch Knight), Ranger (Horizon Walker), Paladin (Oath of the Ancients), Paladin (Oath of Vengeance), Rogue (Arcane Trickster)

Level 3 Spells

Player's Handbook

Dispel Magic

3-level Abjuration

Casting Time 1 action
Range 120ft
Duration Instantaneous
Components Verbal, Somatic


Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.   At Higher Levels When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Class(es): Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard, Artificer, Trickery Domain, Arcana Domain, Oath of Devotion

Slow

3-level Conjuration

Casting Time 1 action
Range 120ft
Duration Concentration, Concentration, up to a minute
Components V, S, M
Materials A bit of molasses

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20 . On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Class(es): Sorcerer, Wizard

Basic Rules , pg. 274

Sending

3-level Evocation

Casting Time 1 action
Range Unlimited
Duration 1 Round
Components V, S, M
Materials A short piece of fine copper wire.

Damage Type: Communication   Saving Throws: None   Description: You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

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

Level 4 Spells

Basic Rules , pg. 224

Confusion

4-level Enchantment

Casting Time 1 Action
Range 90 ft (to 10 ft)
Duration 1 Minute
Components V, S, M
Materials Three nut shells.

Damage Type: Control   Saving Throws: Wisdom   Description: This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.   d10 Behavior 1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. 2-6: The creature doesn't move or take actions this turn. 7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10: The creature can act and move normally.     At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

At higher levels:
When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

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

Basic Rules , pg. 266

Polymorph

4-level Transmutation

Casting Time 1 Action
Range 60 ft
Duration 1 Hour
Components V, S, M
Materials A caterpillar cocoon.

Damage Type: Control + Shapechanging   Saving Throws: Wisdom   Description: This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.   The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.   The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.   The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

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

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