Ennatotsyvotska Strivotskie | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Ennatotsyvotska Strivotskie

4 Level (0/6500 XP for level-up) Entertainer Background Elf (Wood) Race / Species / Heritage Neutral Good Alignment
Bard
Level 4
Hit Dice: 4/4
1d8+2 Class 1

STR
13
+1
DEX
18
+4
CON
14
+2
INT
11
+0
WIS
18
+4
CHA
19
+4
38
Hit Points
+4
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
35
Speed (walk/run/fly)
4 / 4
Bardic Inspiration
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Jack of all Trades
+1 Strength
+6 Dexterity
+2 Constitution
+0 Intelligence
+4 Wisdom
+6 Charisma
saving throws
+6 Acrobatics DEX
+5 Animal Handling WIS
+1 Arcana INT
+2 Athletics STR
+5 Deception CHA
+1 History INT
+8 Insight WIS
+5 Intimidation CHA
+1 Investigation INT
skills
+5 Medicine WIS
+1 Nature INT
+6 Perception WIS
+6 Performance CHA
+8 Persuasion CHA
+1 Religion INT
+6 Sleight of Hand DEX
+5 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortbow +6 DEX 1d6+4 Piercing
 Ammunition (range 80/320), two-handed
Attacks

Spell Book

Wood Elf


Dexterity +2, Wisdom +1

Elf Weapon Training
You have proficiency with the longsword, shortsword, shortbow, and longbow.


Fleet of Foot
Your base walking speed increases to 35 feet.


Mask of the Wild
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.


Darkvision
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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.


Trance
Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.


Keen Senses
You have proficiency in the Perception skill.

Bard


Spellcasting
You have learned 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.

Cantrips
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.

Spell Slots
The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.

Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the bard spell list.

The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting
You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus
You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.


Bardic Inspiration
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.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.


Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.


Song of Rest
Beginning at 2nd level, 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 spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.


Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two skill proficiencies to gain this benefit.

College of the Maestro


Battle Muse
When you join the College of the Maestro at 3rd level, you gain one additional use of your Bardic Inspiration feature.

This feature grants you another additional use of Bardic Inspiration at 6th level, and again at 14th level.


Symphony of Conflict
You've been trained in the bardic art of magically manipulating the sounds of combat into a concert of powerful melodies that can alter the very battlefield around you.

When you select this bardic school at 3rd level, you learn 2 conducting techniques of your choice, which are detailed under "Conducting Techniques" below. All techniques require at least one free hand, baton, or wand to utilize. For these techniques to function, you must be able to see your target, and they must be able to hear you.

You learn 1 additional conducting technique of your choice at 6th and 14th level. Each time you learn a new technique, you can also replace one technique you know with a different one.

ASI Stuff


Free Feat: Actor
Level 4: Fey Touched (Dissonant Whispers)

Secret Stuff Smile


+1 HP per level

+1 Wisdom

Superior Darkvision

Keen Senses

Other things that spoil smile

Features & Traits
PP: 0 GP: 15 SP: 0 CP: 0

Weapons: Shortbow, Dagger

Armor: Leather Armor

Misc
Flute, Violin, Bracelet, Costume Clothes, Entertainer's Pack (Includes a 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
Cantrips
Mage Hand
Prestidigitation
Vicious Mockery

1st Level
Animal Friendship
Charm Person
Dissonant Whispers
Healing Word
Misty Step

2nd Level
Invisibility
Spellcasting
Languages: Common, Elven

Skills: Acrobatics, Insight, Persuasion, Performance, Perception, Sleight of Hand

Weapons: Simple, Hand Crossbows, Longswords, Rapiers, Shortswords, Shortbows, Longbows

Armor: Light

Tools: Flute, Lute, Violin, Disguise Kit

Saves: Dexterity, Charisma

Languages & Proficiencies


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