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Sniks

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

STR
6
-2
DEX
13
+1
CON
15
+2
INT
10
+0
WIS
1
-5
CHA
19
+4
10
Hit Points
+1
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
5
Passive Perception
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-2 Strength
+3 Dexterity
+2 Constitution
+0 Intelligence
-5 Wisdom
+6 Charisma
saving throws
+1 Acrobatics DEX
-5 Animal Handling WIS
+0 Arcana INT
-2 Athletics STR
+6 Deception CHA
+0 History INT
-5 Insight WIS
+4 Intimidation CHA
+0 Investigation INT
skills
-3 Medicine WIS
+0 Nature INT
-5 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+3 Stealth DEX
-3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger -2 STR 1d4-2 pierce
 Finesse
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were in dim light. You discern colors in that darkness only as shades of gray.

Draconic Cry. As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Kobold Legacy. Kobold's connections to dragons can manifest in unpredictable ways in an individual kobold. Choose one of the following legacy options for your kobold.

Craftiness. You have proficiency in one of the following skills of your choice: Arcana, Investigation, Medicine, Sleight of Hand, or Survival.

Level 1: Bardic Inspiration

You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.

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.

Level 1: Spellcasting

Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended.

Whenever you gain a Bard level, you can replace one of your cantrips with another cantrip of your choice from the Bard spell list.

When you reach Bard levels 4 and 10, you learn another cantrip of your choice from the Bard spell list, as shown in the Cantrips column of the Bard Features table.

Spell Slots. The Bard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Bard spell list. Charm Person, Color Spray, Dissonant Whispers, and Healing Word are recommended.

The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard Features table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Bard, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Bard feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Bard spells for you.

Changing Your Prepared Spells. Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your Bard spells.

Spellcasting Focus. You can use a Musical Instrument as a Spellcasting Focus for your Bard spells.

Features & Traits
tattered Leather Armor
2 Dagger
Lute
Entertainer's Pack

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 19, Platinum: 0 Money
Simple weapons
Lute
Drums
Lyre
common
draconic

Languages & Proficiencies


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

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