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Wyn

1 Level (0/300 XP for level-up) Soldier Background Human Race / Species / Heritage Miserable Alignment
Bard
Level 1
Hit Dice: 1/1
1d8+2 Class 1

STR
12
+1
DEX
16
+3
CON
14
+2
INT
7
-2
WIS
13
+1
CHA
20
+5
8
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30/60
Speed (walk/run/fly)
11
Passive Perception
5 / 5
Bardic Inspiration(1d6)
Spellcasting ...
+7 Attack mod
CHA Ability
+5 Abi Mod
15 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+5 Dexterity
+2 Constitution
-2 Intelligence
+1 Wisdom
+7 Charisma
saving throws
+3 Acrobatics DEX
+1 Animal Handling WIS
-2 Arcana INT
+3 Athletics STR
+5 Deception CHA
-2 History INT
+1 Insight WIS
+5 Intimidation CHA
-2 Investigation INT
skills
+1 Medicine WIS
-2 Nature INT
+1 Perception WIS
+7 Performance CHA
+5 Persuasion CHA
-2 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +5 DEX 1d8+3 piercing
 Finesse
Dagger +5 DEX 1d4+3 piercing
 Finesse/Light/Thrown 20-60
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Vicious mockery +7 1 action 60ft Instant 1d4
 Notes: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.
Presdigination +7 1 action 10ft Concentration up to 1 hour
 Notes: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.

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Silvery barbs +7 1 reaction 60ft instant
 Notes:You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
Command +7 1 action 60ft 1 round
 Notes:You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Tasha's Hideous laughter +7 1 action 30ft Concentration up to a minute
 Notes: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.
Healing Word +7 1 bonus action 60ft Instant 1d4
 Notes:A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
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.


Features & Traits
an entertainer's pack, Harmonica, Leather armor,

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Music Instruments: Voice,Lute,Harmonica

Language: Common/elvish


Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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