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Doug "The Dog"

Bard 1 Class & Level
Entertainer Background
Canus Race
Neutral - Chaotic Alignment

Strength 11
+0
Dexterity 12
+1
constitution 12
+1
intelligence 7
-2
wisdom 8
-1
charisma 14
+2
Total Hit Dice 1
Hit Die
1d8+1
+2 proficiency bonus
+0 Strength
+3 Dexterity
+1 Constitution
-2 Intelligence
-1 Wisdom
+4 Charisma
saving throws
+3 Acrobatics
+1 Animal Handling
-2 Arcana
+0 Athletics
+4 Deception
+1 History
-1 Insight
+4 Intimidation
-2 Investigation
-1 Medicine
-2 Nature
+1 Perception
+4 Performance
+4 Persuasion
-2 Religion
+1 Sleight of Hands
+3 Stealth
-1 Survival
skills Animal Handling, Perception, Performance, Persuasion, Deception, Acrobatics, Intimidation, Stealth. proficiencies

 
14
Armor Class
20
Hit Points
+1
Initiative
30ft
Speed
Attacks
Tools: Disguise Kit
Equipment: Lyre, Lute, Flute, Bagpipes
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armor: Light Armor
Proficiences
Lyre, Locket from admirer, Bard costume, 155 GP, Rapier, Entertainers Pack, Flute, Leather Armor, Dagger, Lantern, 19 Pounds of oil, Bone longsword
Equipment
By Popular Demand-You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Natural Digger-You have a burrowing speed of 10 feet.

Part Beast-Your creature type is both beast and humanoid. You are proficient in the Animal Handling skill and instead of making a Charisma (Deception) or Charisma (Persuasion) check creatures can instead make a Wisdom (Animal Handling), however, if someone does this, it is completely obvious to other creatures.

Beast Fighting Stance-Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

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.
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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.
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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.
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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

Heroes Enabled

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

The statblocks of your class features

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

Level 1 Spells

Level 2 Spells

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


Created by

Syntax7177.

Statblock Type

Character Sheet (Legacy)

Link/Embed