Marsly

2 Level (0/900 XP for level-up) Entertainer Background Rock Gnome Race / Species / Heritage True Neutral Alignment
Bard
Level 2
Hit Dice: 2/2
1d8+1 Class 1

STR
10
+0
DEX
12
+1
CON
12
+1
INT
14
+2
WIS
14
+2
CHA
17
+3
16
Hit Points
+1
Initiative (DEX)
11
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Jack of all Trades
+0 Strength
+3 Dexterity
+1 Constitution
+4 Intelligence
+4 Wisdom
+5 Charisma
saving throws
+3 Acrobatics DEX
+4 Animal Handling WIS
+3 Arcana INT
+1 Athletics STR
+4 Deception CHA
+3 History INT
+3 Insight WIS
+4 Intimidation CHA
+3 Investigation INT
skills
+4 Medicine WIS
+3 Nature INT
+4 Perception WIS
+5 Performance CHA
+4 Persuasion CHA
+3 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Crossbow +1 DEX 1d8+1 Piercing
 Ammunition (80/320, Bolts), Loading, Two-Handed, Slow
Dagger +1 DEX 1d4+1 Piercing
 Finesse, Light, Thrown (20/60), Nick
Attacks

Spell Book

Light Crossbow


Leather armour


Dagger


Beer (x2)


Mouth bow


Costume (x4)


Flute


Backpack


Bedroll


Bell


Bullseye Lantern


Mirror


8 flasks of Oil


Tinderbox


Waterskin.





Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 3, Platinum: 0 Money

Common, Gnomish


Light armour


Simple weapons


3 musical instruments (mouth bow, flute, lute)





Languages & Proficiencies

Happy-go-lucky


Kind


Very paranoid





Personality Traits

Hospitality





Ideals

Dagger





Bonds

Alchoholic





Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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.

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

Alchemist's Jug

Wondrous Item

Uncommon

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.


You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.


Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.



Acid, 8 ounces


Basic Poison, 1/2 ounce


Beer, 4 gallons


Honey, 1 gallon


Mayonnaise, 2 gallons


Oil, 1 quart


Vinnegar, 2 gallons


Fresh Water, 6 gallons


Salt Water, 12 gallons


Wine, 1 gallon




Cost: N/A
Weight: 12lb

The statblocks of your class features

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.

You may also attempt to perform with your instrument. On a success (DC15), all allies within 60 feet of you gain a bardic inspiration die. On a fail however, all allies within 60 feet of you get disadvantage on their next roll.


 

Statblocks for your familiars, mounts etc.

Mimi the Wolf CR: 1/2

Medium beast, unaligned
Armor Class: 10
Hit Points: 18
Speed: 40 ft

STR

14 +2

DEX

15 +2

CON

12 +1

INT

3 -4

WIS

12 +1

CHA

6 -2

Skills:

Bite. Melee attack roll: +3, 5ft range. Hit. 1d6 + 1 Piercing

Languages: Understands Common
Challenge Rating: 1/2

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Player’s Handbook

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 60ft
Components: Verbal
Duration: Instantaneous
Damage/Effect: Psychic

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (thought 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.

At higher levels:

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).

Available for: Bard

Player's Handbook

Light

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Material
Materials: A firefly or phosphorescent moss
Duration: 1 hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Available for: Artificer, Bard, Cleric, Sorcerer, Wizard

Player’s Handbook

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: 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.

Available for: Artificer, bard, cleric, Druid, sorcerer, wizard

Player’s Handbook

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 10ft
Components: Verbal, Somatic
Duration: 1 Hour

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.

Available for: Artificer, Bard, Sorcerer, Wizard, Warlock

Level 1 Spells

Player’s Handbook

Healing Word

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60ft
Components: Verbal
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.

Available for: Bard, Cleric, Druid

Player’s Handbook

Detect Magic

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

Player’s Handbook

Faerie Fire

1-level Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: Verbal
Duration: Concentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Available for: Artificer, Bard, Druid

Player’s Handbook

Identify

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: A pearl worth at least 100gp and and owl feather
Duration: Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Available for: Artificer, Bard, Wizard

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


Created by

grandmaster609.

Statblock Type

Character Sheet (2020)

Link/Embed