Gardette O'Reily | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Gardette O'Reily

3 Level (0/2700 XP for level-up) Entertainer Background Deep Gnome Race / Species / Heritage Neutral Good Alignment
Bard
Level 3
Hit Dice: 3/3
1d8+4 Class 1

STR
9
-1
DEX
16
+3
CON
18
+4
INT
11
+0
WIS
12
+1
CHA
20
+5
33
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
25
Speed (walk/run/fly)
/
Bardic Inspiration (d6)
/
Song of Rest
/
Inspiring Leader
Spellcasting ...
+7 Attack mod
CHA Ability
+5 Abi Mod
15 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Jack of all Trades
-1 Strength
+5 Dexterity
+6 Constitution
+0 Intelligence
+3 Wisdom
+7 Charisma
saving throws
+4 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+0 Athletics STR
+6 Deception CHA
+1 History INT
+2 Insight WIS
+9 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+3 Perception WIS
+7 Performance CHA
+9 Persuasion CHA
+1 Religion INT
+4 Sleight of Hand DEX
+5 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Hand Crossbow +1 STR 1d6-1 piercing
 Ammunition (range 30/120), light, loading
Shortsword +1 STR 1d6-1 piercing
 Finesse, Light
Rapier +1 STR 1d8-1 piercing
 Finesse
Attacks

Spell Book

By Popular Demand

Features & Traits
- Horn, Bagpipes & Panflute
  • Studded Leather Armour
  • Entertainers Pack (Backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit)

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Spell Save DC 15
    Spell Attack DC 7
    Spellcasting
    Common, Gnomish & Undercommon

    Languages & Proficiencies


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

    DnD 5e SRD SRD

    Studded Leather Armor

    Light Armor Common

    Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

    Type AC STR Req. Stealth Dis. Properties
    Light 12 + Dex Modifier

    Cost: 45 gp Weight: 13 lb


     

    DnD 5e SRD SRD

    Shortsword

    Melee Weapon Finesse, Light Common

    Type Damage Damage Range Properties
    Martial 1d6 Piercing Finesse, Light

    Cost: 10 gp Weight: 2 lb


     

    DnD 5e SRD SRD

    Rapier

    Melee Weapon Finesse Common

    Type Damage Damage Range Properties
    Martial 1d8 Piercing Finesse

    Cost: 25 gp Weight: 2 lb


     

    DnD 5e SRD SRD

    Crossbow, hand

    Ranged Weapon Ammunition, Light, Loading Common

    Type Damage Damage Range Properties
    Martial 1d6 Piercing 30/120 ft Ammunition, Light, Loading

    Cost: 75 gp Weight: 3 lb


     

    Dnd 5e SRD

    Entertainer's Pack

    Adventuring Gear Common

    Includes: • a Backpack • a Bedroll • 2 costumes • 5 candles • 5 days of Rations • a Waterskin • a Disguise Kit.


     

    Instrument of the Bards

    Wondrous Item

    Bards wielding an Instrument of the Bards had their charming abilities greatly amplified by their magic.

     

    All Instruments of the Bards had the capability of storing spells. Besides the specific spells that each individual instrument could hold, a bard playing any one such instrument could invoke the spells Fly, Invisibility, Levitate, and Protection from Evil and Good, once a day, until the next dawn.

    Uncommon (this item requires attunement) [Bard only]

    The Instruments of the Bards were magical masterwork musical instruments that were extremely effective in the hands of bards.

    They were in every way superior to their ordinary counterparts. Their powers could only be effectively used by bards, and in fact any non-bard that attempted to use one of these instruments ran the risk of injury.

    History

    The first of the Instruments of the Bards were created by a legendary bard in the Moonshae Isles named Falataer. He used the instruments to test and reward the students of each of the seven levels of his bardic college, which came to be regarded individually as legendary bard colleges in their own right.

     

    These seven elder bardic colleges were all attended by an aspiring bard who wished to achieve the rank of master bard, traditionally in the following order: Fochlucan, Mac-Fuirmidh, Doss, Canaith, Cli, Anstruth, and Ollamh. This tradition was abandoned once these bardic colleges declined. However, starting from 1366 DR, some bards were attempting to restore this ancient tradition and the Colleges of Fochlucan and a revived New Olamn had been established and resumed their activities.

     

    Over time, other bards copied the original designs, while retaining the original names in Falataer's honor.


     

    InstrumentRarityAbilitiesAdditional Spells
    Anstruth harpVery RareMagical harps capable of controlling elements and healing, among other magical powers.Control Weather, Cure Wounds, Wall of Thorns
    Canaith mandolinRareMagical mandolins that had healing powers and provided protection from lightning, among other magical powers.Cure Wounds, Dispel Magic, Protection from Energy - Lightening only
    Cli lyreRareMagical lyres that held protective spells, as well as other magical powers.Stone Shape, Wall of Fire, Wind Wall
    Doss luteUncommonSuperior magical lutes, capable of channeling nature-based and healing spells when played.Animal Friendship, Protection from Energy - Fire only, Protection from Poison
    Fochlucan bandoreUncommonMagical bandores that contained nature-based magic, as well as other magical powers.Entangle, Faerie Fire, Shillelagh, , Cure Wounds, Fog Cloud
    Ollamh harpLegendaryThese extremely powerful magical harps could control the weather and the minds of listeners, among other magical powers.Confusion, Control Weather, Fire Storm

    The statblocks of your class features

    Bard


    Hit Points

    Hit Dice: d8 per Bard level
    Hit Points at first Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

    Proficiences

    Armor: light armour
    Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
    Tools: Three musical instruments of your choice
    Saving Throws: Dexterity, Charisma
    Skills: Choose any three

    Starting Equipment

    You start with the following equipment in addition to the equipment you get from your background   (a) a rapier, or (b) a longsword, or (c)and simple weapon (a) a diplomats pack or (b) an entertainers pack (a) a lute or (b) any other musical instrument leather armour and a dagger


    Spellcasting

    You have learnt 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.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    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

    Blade Ward

    0-level (Cantrip) Abjuration

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

    You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

    Class(es): Magic Ablity

    Level 1 Spells

    PHB

    Healing Word

    1-level Evocation

    Casting Time 1 Bonus Action
    Range 60 feet
    Duration Instantaneous
    Components V

    A creature of your choice that you can see within range regains hit pints equal to 1d4 + 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 1d4 for each slot level above 1st

    Class(es): Bard, Cleric, Druid

    1d4+SpellcastingAbilityModifier Healing

    PHB

    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, Warlock

    Saving ThrowWisdom
    Roll: 3d6Psychic Damage

    D&D 5e PHB Page 221

    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, Druid, Sorcerer, Warlock, Wizard

    Player's Handbook

    Heroism

    1-level Enchantment

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

    A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
    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, Paladin

    Level 2 Spells

    Phantasmal Force

    2-level Illusion

    Casting Time 1 Action
    Range 60ft
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials A bit of Fleece

    You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.   The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.   The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.   While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall — it was pushed, it slipped, or a strong wind might have knocked it off.   An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

    Class(es): Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Archfey), Warlock (The Great Old One)

    Player's Handbook

    Enthrall

    2-level Enchantment

    Casting Time 1 action
    Range 60 feet
    Duration 1 minute
    Components V

    You weave distracting magic into your speech, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. The words you speak do not reveal that you are casting a spell. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target is Distracted and has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

    Class(es): Bard, Warlock

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