Neriwyn Khæra | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Neriwyn Khæra

5 Level (0/14000 XP for level-up) Noble Background Firbolg Race / Species / Heritage Alignment
Bard
Level 5
Hit Dice: 1/5
1d8+2 Class 1

STR
15
+2
DEX
13
+1
CON
14
+2
INT
14
+2
WIS
12
+1
CHA
15
+2
38
Hit Points
+2
Initiative (DEX)
12
Armor Class (AC)
+3
Prof. Bonus
30ft
Speed (walk/run/fly)
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
+2 Dexterity
+4 Constitution
+4 Intelligence
+2 Wisdom
+4 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+7 Arcana INT
+7 Athletics STR
+2 Deception CHA
+6 History INT
+1 Insight WIS
+2 Intimidation CHA
+2 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+1 Perception WIS
+7 Performance CHA
+7 Persuasion CHA
+2 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +5 STR 1d4+2 Piercing
 Finesse, Light, Thrown (range 20/60)
Sickle +5 STR 1d4+2 Slashing
 Light
Attacks
Spellcasting
Bardic Inspiration
Position of Privelege

Features & Traits
Leather Armor x1
Dagger x1
  • DMG = 1D4
  • Sickle x1
  • DMG = 1D4
  • Hurdy Gurdy x1
    Diplomat's Pack x1
  • Chest x1
  • Map/Scroll Case x2
  • Set of Fine clothes x1
  • Ink Bottle x1
  • Ink Pen x1
  • Oil Flask x2
  • Sheet of Paper x5
  • Vial of Perfume x1
  • Sealing Wax x1
  • Soap x1
  • Gold Pieces x39
  • Noble Set
  • Set of Fine Clothes x1
  • Signet Ring x1
  • Scroll of Pedigree x1
  • Purse of Gold Pieces x25
  • Game Set: Pai Sho x1

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Speak, Read, and Write...
  • Common
  • Giant
  • Elvish
  • Sylvan
  • Light Armor
    Simple Weapons
    Hand Crossbows
    Rapiers
    Shortswords
    Longswords
    Instruments
  • Hurdy Gurdy
  • Crwth
  • Pikasso Guitar

  • Languages & Proficiencies
    Despite my noble birth, I do not place myself above other folk. We all have the same blood.

    Personality Traits
    Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)

    Ideals
    My loyalty to my sovereign is unwavering.

    Bonds
    I would risk everything to ensure the safety and happiness of those I care for; even my life and soul.

    Flaws


    ™ & © 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

    Leather

    Armor (Light)

    Common

    11 + Dex Mod

    The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

    Type AC STR Req. Stealth Dis.
    Light 11 No

    Cost: 10 gp
    Weight: 10 lbs

    Dagger

    Weapon

    Common

    Finesse, Light, Thrown-range

    Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

    Type Damage Damage Range
    Simple Melee 1d4 Piercing 20/60

    Cost: 2gp
    Weight: 1 lb

    Sickle

    Weapon

    Common

    Light

    Proficiency with a sickle allows you to add your proficiency bonus to the attack roll for any attack you make with it.

    Type Damage Damage Range
    Simple Melee 1d4 Slashing

    Cost: 1 gp
    Weight: 2 lbs

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Wolf CR: 1/4 (50XP)

    Medium beast, unaligned
    Armor Class: 13 (Natural Armour)
    Hit Points: 11 (2D8+2)
    Speed: 40 ft

    STR

    12 +1

    DEX

    15 +2

    CON

    12 +1

    INT

    3 -4

    WIS

    12 +1

    CHA

    6 -2

    Skills: Perception +3, and Stealth +4.
    Senses: Passive Perception 13.
    Challenge Rating: 1/4 (50XP)

    Keen Hearing and Smell

    The Wolf has Advantage on Wisdom (Perception) Checks that rely on Hearing and Smell.    

    Pack Tactics

    The Wolf has Advantage on an Attack Roll against a creature if at least one of the wolf's Allies are within 5 Feet of the creature and the Ally isn't Incapacitated.

    Actions

    Bite

    Melee Weapon Attack: +4 To Hit, Reach 5ft, One Target. Hit: 7 (2D4+2) Piercing Damage. If the target is a creature, it must Succeed on a DC 11 Strength Saving Throw or be knocked Prone.  

    Statblocks for race/species of the character.

    Firbolg

    Firbolg tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate formidable skills with weapons and druidic magic.

    Humble Guardians

    Firbolgs love nothing more than a peaceful day spent among the trees of an old forest. They see forests as sacred places, representing the heart of the world and monuments to the durability of life. In their role as caretakers, firbolgs live off the land while striving to remain in balance with nature. Their methods reflect common sense and remarkable resourcefulness. During a bountiful summer, they store away excess nuts, fruit, and berries. When winter arrives, they scatter everything they can spare to ensure the animals of the wood survive until springtime. In a firbolg's eyes, there is no greater fault than greed. The firbolgs believe that the world remains healthiest when each creature takes only what it needs. Material goods, especially precious gems and gold, have little appeal to them. What use are such things when winter lingers and food runs short?
    by Volo's Guide to Monsters pg. 107
    ability score increase: +2 Wisdom, +1 Strength
    age: As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.
    alignment: As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind.
    Size: Medium
    speed: 30
    Languages: Common, Elvish, Giant
    race features:
    Firbolg Magic: You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.   Hidden Step: As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.   Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.   Speech of Beast and Leaf: You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

    Natural Druids

    Firbolgs have a talent for druidic magic. Their cultural reverence for nature, combined with their strong and insightful minds, makes learning such magic an instinctive part of their development. Almost every firbolg learns a few spells, typically those used to mask their presence, and many go on to master nature magic. Firbolgs who became druids serve as stronghold leaders. With every action the tribe takers, the druids weigh not only the groups' needs, but the effect each action will have on the forest and the rest of the natural world. Firbolg tribes would rather go hungry than strain the land during a famine.   Hidden Shepherds As caretakers of the land, firbolgs prefer to remain out of sight and out of mind. They don't try io dominate nature, but rather seek to ensure that it prospers and survives according to its own laws. Firbolgs use their magic to keep their presence in a forest secret. This approach allows them to avoid the politics and struggles of elves, humans, and orcs. Such events concern the firbolgs only when the events affect the forest. Even in the face of an intrusion, firbolgs prefer a subtle, gentle approach to prevent damage to their territory. They employ their magic to make the forest an unappealing place to explore by temporarily diverting springs, driving away game, stealing critical tools, and altering trails to leave hunting or lumber parties hopelessly lost. The firbolgs' presence is marked by an absence of animals and a strange quiet, as if the forest wishes to avoid attracting attention to itself. The faster travelers decide to move on, the better. If these tactics fail, the firbolgs take more direct action. Their observations of a settlement determine what happens next. If the outsiders seem peaceful, the firbolgs approach and gently ask them to leave, even offering food and other supplies to aid their departure. If those who insist on remaining respect nature, take only what they, and live in harmony with the wood, firbolgs explore the possibility of friendship with them, as long as the outsiders vow to safeguard the forest. If the settlers clearly display evil intentions, however, the firbolgs martial their strength and magic for a single overwhelming attack.  

    Outcast Adventurers

    As guardians of the wood, few firbolgs would dream of leaving their homes or attempting to fit into human society. An exiled firbolg, or one whose clan has been destroyed, might not have a choice in the matter. Most adventuring firbolgs fall into this latter category. Outcast firbolgs can never return home. They committed some unforgivable deed, usually something that put their homeland at risk, such as starting a forest fire or killing a rare or beautiful wild creature. These firbolgs are loners who wander the world in hope of finding a new place to call home. Orphaned firbolgs are those whose clans or homelands have been destroyed. They become crusaders for nature, seeking to avenge their loss and prevent the further destruction of the natural world. A few rare firbolgs are entrusted by their clan with an important mission that takes them beyond their homes. These firbolgs feel like pilgrims in a strange land, and usually they wish only to complete their quests and return home as quickly as possible.   The Firbolg Adventurers table can serve as inspiration for determining why a fibolg character leaves home. Firbolg Adventurers: d8 Reason for Adventuring 1 Outcast for murder 2 Outcast for severely damaging home territory 3 Clan slain by invading humaniods 4 Clan slain by a dragon or demon 5 Separated from the tribe and lost 6 Homeland destroyed by natural disater 7 Personal quest ordained by omens 8 Dispatched on a quest by tribe leaders  

    Firbolg Names

    Firbolg adopt elven names when they must deal with outsiders, although the concept of names strikes them as strange. They know the animals and plants of the forest without formal names, and instead identify the forest's children by their deeds, habits and other actions. By the same token, their tribe names merely refer to their homes. When dealing with other races, firbolgs refer to their lands by whatever name the surrounding folk use, as a matter of tact and hospitality, but among their own kind they simply call it "home". Sometimes firbolgs adopt the nicknames or titles outsiders give them under the assumption that those who need names can call them whatever they wish.   (Volo's Guide pg. 106)

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Thunderclap

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: 5 ft
    Components: S
    Duration: Instantaneous
    You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.
    At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    PHB

    Message

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: V, S, M
    Materials: a short piece of copper wire
    Duration: 1 round
    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.

    Level 1 Spells

    Player's Handbook

    Disguise Self

    1-level Illusion

    Casting Time: 1 action
    Range/Area: Self
    Components: V, S
    Duration: 1 hour
    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.
    Available for: Artificer, Bard, Sorcerer, Wizard

    Player's Handbook

    Detect Magic

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: Self
    Components: V, S
    Duration: Concentration, Concentration, up to 10 minute
    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.   The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

    PHB

    Faerie Fire

    1-level Evocation

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V
    Duration: Concentration, 1 minute
    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.

    PHB

    Heroism

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: Concentration, 1 minute
    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.

    PHB

    Tasha's Hideous Laughter

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: V, S, M
    Materials: tiny tarts and a feather that is waved in the air
    Duration: Concentration, 1 minute
    A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

    Dissonant Whispers

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V
    Duration: Instantaneous
    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.

    Statblocks for your Trinkets, businesses, building, castles, empires.

    Player's Handbook. 5th Edition

    Chest

    Adventuring Gear

    Varies

    A chest holds 12 cubic feet or 300 pounds of gear.

    A chest can hold 12 cubic feet/ 300 pounds of gear.

    Cost: 5gp
    Weight: 25lbs


    Created by

    Sterrestel.

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