Garion Aldur
Level 1 (0/300 XP for level-up)
Background Merchant
Size Medium
Species Shifter
Bard
Level 1
Hit dice 1/1
1d8+3

STR 8
-1
STR save: -1
DEX 12
+1
DEX save: +3
CON 17
+3
CON save: +3
INT 13
+1
INT save: +1
WIS 10
+0
WIS save: +0
CHA 15
+2
CHA save: +4

Initiative (DEX)
+1
Speed
30
Passive Perception
12
Heroic Inspiration
Armor Class (AC)
12
Leather
Hit Points
10 / 10
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+4
Ability
CHA
Abi Mod
+2
Save DC
12
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Dagger +3 DEX 1d4+1 Piercing
  Properties: Finesse, Light
Dagger +3 DEX 1d4+1 Piercing
  Properties: Finesse, Light
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Leather 12
Skills
P/E Bonus Skill Abi
+3 Acrobatics DEX
+0 Animal Handling WIS
+1 Arcana INT
-1 Athletics STR
+4 Deception CHA
+1 History INT
+2 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
+0 Medicine WIS
+1 Nature INT
+2 Perception WIS
+2 Performance CHA
+4 Persuasion CHA
+1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+0 Survival WIS

+4 Expertise Bonus
+2 Proficiency Bonus
Spell Book
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 71, Platinum: 0
Treasure and Equipment
Dagger: Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
Mastery: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
An Entertainer's Pack contains the following items: Backpack, Bedroll, Bell, Bullseye Lantern, 3 Costumes, Mirror, 8 flasks of Oil, 9 days of Rations, Tinderbox, and Waterskin.
Proficiencies, Languages, and Talents
Navigator's Tools: Ability: Wisdom
Utilize: Plot a course (DC 10), or determine position by stargazing (DC 15)
Pouch(2): A Pouch holds up to 6 pounds within one-fifth of a cubic foot.
Spellcasting
Vicious Mockery(cantrip)
Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Starry Wisp(cantrip)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Bane(lvl1)
Casting Time: Action
Range: 30 feet
Components: V, S, M (a drop of blood)
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Command(lvl1)
Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
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. Choose the command from these options:

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 has the Prone condition and then ends its turn.

Halt. On its turn, the target doesn't move and takes no action or Bonus Action.
Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.
Cure Wounds(lvl1)
Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
Sleep(lvl1)
Casting Time: Action
Range: 60 feet
Components: V, S, M (a pinch of sand or rose petals)
Duration: Concentration, up to 1 minute
Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.
Creatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
Notes
Darkvision. You have Darkvision with a range of 60 feet.

Shifting. As a Bonus Action, you can shape-shift to assume a more bestial appearance. This transformation lasts for 1 minute or until you revert to your normal appearance as a Bonus Action. When you shift, you gain Temporary Hit Points equal to 2 times your Proficiency Bonus. You can shift a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Whenever you shift, you gain the benefit of one of the following options (choose when you select this species)
Wildhunt. While shifted, you have Advantage on Wisdom checks. Additionally, no creature within 30 feet of you can have Advantage on an attack roll against you unless you have the Incapacitated condition.

Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.

Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled.

Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

At Higher Levels. Your Bardic Inspiration die changes when you reach certain Bard levels, as shown in the Bardic Die column of the Bard Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.


™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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SilverDevil.

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