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Quill ([personal profile] inkstainedheart) wrote2024-03-26 08:39 pm

Lvl 3 Character Sheet

Quill
Bard 2/Hexblade Warlock 1
Feylost
CLASS AND LEVEL
BACKGROUND
PLAYER
Harengon
Chaotic Good
Atomic_Kiwi
RACE
ALIGNMENT
DISCORD
STATS
STRENGTH
8 ( -1 )
DEXTERITY
14 ( +2 )
CONSTITUTION
14 ( +2 )
INTELLIGENCE
10 ( 0 )
WISDOM
16 ( +3 )
CHARISMA
18 ( +4 )
bonuses/saving throws
PROFICIENCY
+2
STRENGTH
+1 ☐
DEXTERITY
+5 ☑
CONSTITUTION
+3 ☐
INTELLIGENCE
+1 ☐
WISDOM
+4 ☐
CHARISMA
+7 ☑
16
+7
ARMOR CLASS
INITIATIVE
23
3d8
MAX HIT POINTS
HIT DICE
skills
acrobatics
+4 ☐
animal handling
+5 ☐
arcana
+2 ☐
athletics
+1 ☐
deception
+7 ☑
history
+2 ☐
insight
+6 ☑
intimidation
+6 ☐
investigation
+2 ☐
medicine
+5 ☐
nature
+2 ☐
perception
+6 ☑
performance
+7 ☑
persuasion
+6 ☐
religion
+2 ☐
sleight of hand
+4 ☐
stealth
+5 ☑
survival
+6 ☑
passive perception
16 ☑
other proficiencies & languages
— Common, Sylvan, Druidic
— Weaver's Tools
— Kravik Lyre
— Tagelharpa
— Flute
— Simple Weapons, Martial Weapons
— Shortsword, Longsword
— Hand Crossbow
— Light Armor, Medium Armor, Shields
weapon
atk bonus
damage/type
+6
1d8+4 piercing
features & traits

-HARE TRIGGER
Racial: Harengon
You can add your proficiency bonus to your initiative rolls.

-LEOPRINE SENSES
Racial: Harengon
You have proficiency in the Perception skill.

-LUCKY FOOTWORK
Racial: Harengon
When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.

-RABBIT HOP
Racial: Harengon
As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

-FEYWILD CONNECTION
Background: Feylost
Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild.

-FEY MARK
Background: Feylost
You were transformed in some small way by your stay in the Feywild and gained a fey mark (Your eyes swirl with iridescent colors.)

-FEYWILD VISITOR
Background: Feylost
Whenever you're sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can't speak that language normally.

-MOBILE
Source: Feat
You are exceptionally speedy and agile. You gain the following benefits:
-Your speed increases by 10 feet.
-When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
-When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

-BARDIC INSPIRATION
Class: Bard
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
Class: Bard
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
Class: Bard
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 regain Hit Points by spending Hit Dice 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.

-MAGICAL INSPIRATION
Class: Bard
If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

-HEXBLADE'S CURSE
Class: Warlock
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

-You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
-Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
-If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can't use this feature again until you finish a short or long rest.

-HEX WARRIOR
Source: Source
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Inventory

-SELF REFLECTION
Weapon
Martial Weapon, melee Weapon

A slim, well-made rapier with a basket guard and hilt designed to look like flowering vines, whereas the blade appears to be made of stained glass, though is as durable as any other blade might be. The design of the stained glass tends to shift, usually some form of natural imagery though how and why the choice is made is unknown yet.

-HAND CROSSBOW
Weapon
Martial Weapon, ranged weapon

A basic single-handed crossbow

-ICE DAGGER
Weapon
Simple weapon, melee weapon

A dagger formed of unmelting ice knapped down into a keen edge, the black flint-like blade tied to a hilt made of the lower jaw of some unfortunate creature. The edge of the blade holds the remnants of some oil-slick type residue. While it may be mundane, any fae creature finds themselves repulsed by the sight of it and reluctant to touch it.

-CONCEALED MYTHRIL BREASTPLATE
Armor
Rare

A mithril breastplate is armor made of the lightweight material mithril that can be worn under normal clothes. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.

This breastplate looks like an ordinary article of clothing. One can discern that the clothing is really armor with a DC 15 Intelligence (Investigation).

-LUCKSTONE
Wondrous item
Uncommon (requires attunement)

A feather carved from polished agate

-KRAVIK LYRE
instrument
A lyre built from a dark wood with silver inlays that mimic a spiderweb.

-TAGELHARPA
instrument
An instrument and matching bow built from a light, greyish wood with a gold medallion bearing a peacock feather enamelled into the metal.

-WEAVER'S TOOLS
artisan's tools
A kit of tools for weaving, sewing, and repair of fabric items.

-JOURNAL
gear
A leather-bound journal, with a plain blue cover.

-SPIDER RING
jewelry
a silver ring with gems, designed to look like a spider sitting in it's web.

-AMULET
jewelry
A small amulet of the moon on a gold chain. The appearance of the moon matches the current phase of the actual moon.

-BACKPACK
adventuring gear
A simple sturdy pack, filled with adventuring essentials- a bedroll, mess kit and the like.

SpellS
Charisma
15
+7
spell casting ability
spell save dc
spell attack bonus
cantrips

-ELDRITCH BLAST
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

-MENDING
Transmutation cantrip
Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

-MESSAGE
Transmutation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (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.

-PRESTIDIGITATION
1st-level SCHOOL
Casting Time: TIME
Range: RANGE
Components: COMPONENTS
Duration: DURATION

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.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

-SPELL
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level three

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level six

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level one

-HEX
1st-level enchantment
Casting Time: 1 bonus action
Range: 90 feet
Components: V, S, M (the petrified eye of a newt)
Duration: Concentration, up to 1 hour

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

A remove curse cast on the target ends this spell early.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

-HELLISH REBUKE
1st-level evocation
Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range: 60 feet
Components: V, S
Duration: Instantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

-SHIELD
1st-level abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Components: V,S
Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

-WRATHFUL SMITE
1st-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

-DISSONANT WHISPERS
1st-level enchantment
Casting Time: 1 action
Range: 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.

-FEATHER FALL
1st-level transmutation
Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range: 60 feet
Components: V, M (a small feather or a piece of down)
Duration: 1 minute

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

-HEALING WORD
1st-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous

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.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

-SILVERY BARBS
1st-level enchantment
Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range: 60 feet
Components: V
Duration: Instantaneous

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.

-SLEEP
1st-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren't affected by this spell.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

level four

-SPELL
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level seven

-SPELL
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level nine

-SPELL
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level two

-SPELL
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level five

-SPELL
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level eight

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Credit: Modified from Chanterie's code