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Mama Molly

6 Level (0/23000 XP for level-up) Background Half Elf Race / Species / Heritage Alignment
Bard
Level 6
Hit Dice: 6/6
1d8+1 Class 1

STR
10
+0
DEX
12
+1
CON
12
+1
INT
11
+0
WIS
15
+2
CHA
17
+3
39
Hit Points
+1
Initiative (DEX)
12
Armor Class (AC)
+3
Prof. Bonus
30/60/0
Speed (walk/run/fly)
3 / 3
Bardic Inspiration
Spellcasting ...
+12 Attack mod
CHA Ability
+3 Abi Mod
28 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Jack of all Trades
+0 Strength
+4 Dexterity
+1 Constitution
+0 Intelligence
+2 Wisdom
+6 Charisma
saving throws
+2 Acrobatics DEX
+3 Animal Handling WIS
+3 Arcana INT
+1 Athletics STR
+4 Deception CHA
+3 History INT
+8 Insight WIS
+4 Intimidation CHA
+1 Investigation INT
skills
+8 Medicine WIS
+1 Nature INT
+5 Perception WIS
+4 Performance CHA
+6 Persuasion CHA
+3 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Frying Pan +3 STR 1d4 bludgeoning
Rolling Pin +3 STR 1d4 bludgeoning
Attacks

Spell Book

Racial Traits - Half Elf:

  • Ability Score Increase - Your Charisma increases by 2.

  • Darkvision - Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

  • Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep.

  • Languages - You can read, speak, and write Common, Elvish, and one other language (Orcish).


~~~
Sub-Racial Traits - Wood Elf Descent:

  • Skill Versatility - Skill Versatility. You gain proficiency in two skills of your choice ().


~~~
Background Features - Hermit:

  • Skill Proficiencies - You have proficiency in Medicine and Religion.

  • Tool Proficiencies - You have proficiency in the Herbalism Kit.

  • Discovery - N/A as of this moment. Connect with DM.

  • Specialty (Life of Seclusion) - I needed a quiet place to work on my art, literature, music, or manifesto.



~~~
Class Features - Bard:

Bard Level 1 - Proficiencies: You gain proficiency in Dexterity and Charisma Saving Throws, Three Skills of Choice (Arcana, History, Insight), Three Muscical Instruments of Choice (Drum, Dulcimer, Flute), Light Armor, and Simple Weapons.
Bard Level 1: Spellcasting - See Spellcasting Section.
Bard Level 1: Cantrips - You gain 2 cantrips.
Bard Level 1: Known Spells - You learn up to 4 spells.
Bard Level 1: Spell Slots Acquired - You acquire 2 1st Level Spell Slots.
Bard 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. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. 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.
~~~
Bard Level 2: Known Spells - You learn up to 5 spells.
Bard Level 2: Spell Slots Acquired - You gain 1 additional 1st Level Spell Slot.
Bard Level 2: Jack of All Trades - 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.
Bard Level 2: Expertise - Gain expertise in 2 skills you are proficient in.
~~~
Bard Level 3: Known Spells - You learn up to 6 spells
Bard Level 3: Spell Slots Acquired - You gain 2 2nd level spell slots, and 1 additional 1st Level Spell Slot.
Bard Level 3: Bardic College - College of Lore
CoL Level 3: Bonus Proficiencies - Gain proficiency in 3 skills of choice (Perception, Persuasion, Survival).
CoL Level 3: Cutting Words - You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature's roll, reducing the damage or potentially turning the success into a failure.
~~~
Bard Level 4: Cantrips - You can learn an additional cantrip
Bard Level 4: Known Spells - You learn up to 7 spells
Bard Level 4: Spell Slots Acquired - You gain an additional 2nd level spell slot
Bard Level 4: Ability Score Improvement - See Notes Section.
~~~
Bard Level 5: Known Spells - You learn up to 9 spells.
Bard Level 5: Spell Slots Acquired - You gain 2 3rd level spell slots.

Bard Level 5: Font of Inspiration - You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest. In addition, you can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.

~~~

Bard Level 6: Known Spells - You learn up to 10 spells.

Bard Level 6: Spell Slots Acquired - you gain 1 additional 3rd level spell slot.

COL Level 6: Magical Discoveries - You learn two spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof (see a class's section for its spell list). A spell you choose must be a cantrip or a spell for which you have spell slots. You always have the chosen spells prepared, and whenever you gain a Bard level, you can replace one of the spells with another spell that meets these requirements.

Features & Traits
Weapons:

Mama Molly's Frying Pan - Same stats as Light Hammer

Mama Molly's Rolling Pin - Same stats as Club
~~~
Armor and Clothing:

Leather Armor - AC=11+DEX
~~~
Tool Sets:

Drum
Herbalist's Kit
Cooking Utensils
Alchemy Jug

~~~
Misc:

Entertainer's Pack: Backpack, Bedroll, Bell, Bullseye Lantern, 3 Costumes, Mirror, 8 flasks of Oil, 9 days of Rations, Tinderbox, and Waterskin.

A very ostentatios Sunhat

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 20, Platinum: 0 Money
Spellcasting:
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.
~~~
Cantrips: You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels.
~~~
Spell Slots: The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher.
To cast one of these spells, you must expend a slot of the spell's level or higher.
You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
~~~
Spells Known of 1st Level and Higher: You know four 1st-level spells of your choice from the bard spell list. You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
~~~
Spellcasting Ability: Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting: You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus: You can use a musical instrument as a spellcasting focus for your bard spells. (Singing Voice)
~~~
Racial Spells:
None.
~~~
Special Class Spells - College of Lore Magical Discoveries:

Cantrip: Guidance | Spare the Dying

~~~~
Known or Prepared Spells - 3 Cantrips, 10 Spells - Can be swapped at Level Up:


Cantrip: Mending | Prestidigitation | Vicious Mockery

1st Level: Cure Wounds | Dissonant Whispers | Healing Word | Silvery Barbs

2nd Level: Calm Emotions | Lesser Restoration | Zone of Truth

3rd Level: Antagonize | Mass Healing Word | Tiny Hut (Rit.)
~~~
Extra Information:
Spellcasting
Languages:

  • Common, Elvish, Orcish (From Half Elf)

  • TBD (From Hermit)



~~~
Proficiencies - Skills:

  • Medicine, Religion (From Hermit)

  • Arcana, History, Insight (From Bard)

  • Expertise: Medicine, Insight (From College of Lore Lvl 3)


~~~
Proficiencies - Saving Throws:

  • Dexterity, Charsima (From Bard)


~~~
Proficiencies - Weapons:

  • Simple Weapons (From Bard)


~~~
Proficiencies - Armor:

  • Light Armor (From Bard)


~~~
Proficiencies - Tool Sets:

  • Herbalism Kit (From Hermit)

  • Drum, Dulcimer, Flute (From Bard)



Languages & Proficiencies
Thinks all adventurers are her grandkids
Ace as hell

~~~

I feel tremendous empathy for all who suffer.

Personality Traits
Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)

Ideals
Should my discovery come to light, it could bring ruin to the world.
~~~

Bonds
Now that I've returned to the world, I enjoy its delights a little too much.

Flaws
<b>General Attributes:</b>
<ul>
<li>Age: 80 | Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.</li>
<li>Size l 5'2/135 lbs | Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.</li>
<li>Speed: Your Walking Speed is 30ft.</li>
</ul>
<span class="line-spacer d-block"> </span>
~~~
Class Attributes:
<ul>
<li>N/A</li>
</ul>
~~~
Passive Skills:
<ul>
<li>Perception - ## (10+Proficiency+WIS)</li>
<li>Investigation - ## (10+Proficiency+INT)</li>
<li>Insight - ## (10+Proficiency+WIS)</li>
</ul>
~~~
HP Log
<ul>
<li>Level 1: 8(base)+1(CON)=9HP</li>
</ul>
<span class="line-spacer d-block"> </span>
~~~
ASI Log:
<ul>
<li>Level 4: Traded for Chef Feat</li>
</ul>
~~~
Feats:
<ul>
<li>Chef: Increase your Constitution or Wisdom by 1, to a maximum of 20.
<br>You gain proficiency with cook's utensils if you don't already have it.
<br>As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
<br>With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.</li>
</ul>

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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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