Shela

7 Level (0/34000 XP for level-up) Entertainer (Dancer) Background Threadborn Race / Species / Heritage True Neutral Alignment
Bard
Level 7
Hit Dice: 5/7
1d8+1 Class 1

STR
8
-1
DEX
16
+3
CON
12
+1
INT
9
-1
WIS
12
+1
CHA
18
+4
45
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
4 / 4
Bardic Inspiration
3 / 3
Holy Book
3 / 3
You've Got a Friend
Spellcasting ...
+11 Attack mod
CHA Ability
+4 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Jack of all Trades
-1 Strength
+6 Dexterity
+1 Constitution
-1 Intelligence
+1 Wisdom
+7 Charisma
saving throws
+6 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+0 Athletics STR
+7 Deception CHA
+1 History INT
+2 Insight WIS
+5 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+2 Perception WIS
+10 Performance CHA
+10 Persuasion CHA
+1 Religion INT
+4 Sleight of Hand DEX
+6 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier: Needle of the Frostbreath +6 DEX 1d4+1d8+3 piercing + cold
 Finesse
Rapier +6 DEX 1d8+3 piercing
 Finesse
Dagger +6 DEX 1d4+3 piercing
 Finesse, light, thrown (range 20/60)
Holy Book +7 CHA 1d6 healing
Rapier: Evil Jester's Rapier +7 DEX 1d8+1+3 piercing
 Finesse
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Guidance 1 action Touch Concentration, up to 1 minute VS
 Notes:You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Mending 1 minute Touch Instantaneous VSM
 Notes:This spell repairs a single break or tear in an object you touch, such as a 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.
Friends 1 action Self Concentration, up to 1 minute SM
 Notes:For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
Vicious Mockery 1 action 60 ft. Instantaneous 2d6 V
 Notes:You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though 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).

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Sanctuary 1 bonus action 30 ft. 1 minute VSM
 Notes:You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
Identify 1 minute Touch Instantaneous VSM
 Notes: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.
Bane 1 action 30 ft. Concentration, up to 1 minute 1d6 VSM
 Notes:Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Silvery Barbs 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 60 ft. Instantaneous V
 Notes: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.
Command 1 action 60 ft. 1 round V
 Notes:You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Calm Emotions 1 action 60 ft. Concentration, up to 1 minute VS
 Notes:You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
Enhance Ability 1 action Touch Concentration, up to 1 hour VSM
 Notes:You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains the effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and their carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Hold Person 1 action 60 ft. Concentration, up to 1 hour VSM
 Notes:Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Shatter 1 action 60 ft. Instantaneous 3d8 VSM
 Notes:A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Shatter 1 action 60 ft. Instantaneous 3d8 + VSM
 Notes:A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Motivational Speech 1 minute 60 ft. 1 hour V
 Notes:Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.
Dispel Magic 1 action 120 ft. Instantaneous VS
 Notes:Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Slow 1 action 120 Concentration, up to 1 minute VSM
 Notes:You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
Intellect Fortress 1 action 30 ft. Concentration, up to 1 hour V
 Notes:For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.

Level 4 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Shatter 1 action 60 ft. Instantaneous 3d8 + VSM
 Notes:A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Dominate Beast 1 action 60 ft. Concentration, up to 1 minute VS
 Notes:You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. At Higher Levels. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours
Phantasmal Killer 1 action 120 ft. Concentration, up to 1 minute 4d10 VS
 Notes:You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Race Traits



  • Ball-Jointed: You can move through a space as narrow as 1 foot wide as if it were Difficult Terrain.
  • Innocent Mind: You have Resistance to Psychic damage.
  • Sewn Nature: You don’t require air, food, or drink.
  • Soothing Heart:
    You know the Guidance cantrip.
    Starting at character level 3, you always have the Sanctuary spell prepared, and starting at character level 5, you always have the Calm Emotions spell prepared, and you can cast each once without a spell slot.
    When you cast Calm Emotions in this way, it can target creatures of any type.
    You regain the ability to cast them using this trait when you finish a Long Rest. You can also cast either spell using any spell slots you have of the appropriate level.
  • You've Got a Friend: When a creature you can see within 30 feet of yourself fails an ability check using a skill, you can take a Reaction to cast Guidance on the creature, ignoring the spell's normal range. The creature can add the spell's 1d4 to its ability check, potentially causing it to succeed, then the spell ends.
    You can use this trait a number of times equal to your Proficiency Bonus (3), and you regain all expended uses when you finish a Long Rest.

Class Features



  • 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 d8. (5th level)
    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 (4). You regain any expended uses when you finish a short (Font of Inspiration) or 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: 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:
    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 at the end of the short rest by spending one or more Hit Dice, 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: At 2nd level, 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.
  • Countercharm: At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Bard College: Glamour



  • Mantle of Inspiration:
    As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (4). Each of them gains 8 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
    The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.
  • Enthralling Performance:
    If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (4). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
    If a target succeeds on its saving throw, the target has no hint that you tried to charm it.
    Once you use this feature, you can’t use it again until you finish a short or long rest.
  • Mantle of Majesty:
    At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast Command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast Command as a bonus action on each of your turns, without expending a spell slot.
    Any creature charmed by you automatically fails its saving throw against the Command you cast with this feature.
    Once you use this feature, you can’t use it again until you finish a long rest.




Features & Traits

Artifacts



  • Whisperfang Charm: You can now cast 4th-level spell "Dominate Beast" regardless your level and class. You can only cast this spell twice and regain both uses after a long rest.
  • Glyph of Cataclysm: You can now cast 7th-level spell "Symbol" regardless your level and class. You can only cast this spell twice and regain both uses after a long rest.
  • Sigil of the Arcane Edge: Adds +3 to your spell atk. bonus.
  • Dictionary of Universe Badge: Adds +1 modifier to Intelligence.

Magical Items


Rainbow-Stringed Lute



  • Improved Spellcasting: When you equip this item as spellcasting focus, your spell save DC increases +1, and your spell attack bonus increases +1.
  • Inspiration of the Thunder God: Whenever you give a creature a Bardic Inspiration die, and the creature uses it in any form or way, you deal 1d8 thunder damage to a target of your choice, within 30 ft. of the creature that you gave Bardic Inspiration of.
  • Deadly Mockery: If "Vicious Mockery" cantrip is selected, damage dice for "Vicious Mockery" becomes 1d6 instead of 1d4.
    At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Holy Book



  • Lesser Cure Wounds: When you use this item, a creature you choose regains a number of hit points equal to 1d6. It can only be used 3 times, and you regain all expended uses after a Long Rest.

Golden-Adorned Tambourine



  • Healing Inspiration: Whenever you give someone Bardic Inspiration, you also heal them 1d4 + spellcasting ability modifier (4).
  • Rhythm of Haste: Whenever you use this instrument as a spellcasting focus and give someone a Bardic Inspiration, you can use your reaction to cast a spell.

Evil Jester's Rapier



  • Feel the Fear: Once per short or long rest, you can force an enemy to make a Wisdom saving throw, on a failed save the enemy becomes frightened of you.
  • Reap the Fear: You can force any frightened enemy to cause harm to themselves, and damage is equal to your level.
  • Magical Weapon: You get a +1 to your attack rolls and damage rolls.

Treasure


Magic Sapphire:



  • Healing Aid: If magic sapphire is attached to a spellcasting focus, when you cast a healing spell, the healing received is the maximum of healing dice.
  • Assaulting Aid: If magic sapphire is attached to a weapon, when you do a succeeded attack, it adds to your speed extra 15 ft. within your turn.



Equipment Copper: 0, Silver: 20, Electrum: 0, Gold: 157, Platinum: 0 Money

Languages: Common
Armor Proficiency: Light Armor
Weapon Proficiency: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tool Proficiency: Disguise Kit, Musical Instrument (Piano, Drums, Viol, Lute)




Languages & Proficiencies

Nobody stays angry at me or around me for long, since I can defuse any amount of tension.





Personality Traits

People: I like seeing the smiles on people's faces when I perform. That's all that matters.





Ideals

I will do anything to prove myself superior to my hated rival.





Bonds

I once strangled a "noble" who still wants my "head". It was a mistake that I will likely repeat.





Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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Character Sheet (2020)

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