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Marsly

4 Level (0/6500 XP for level-up) Entertainer Background Rock Gnome Race / Species / Heritage True Neutral Alignment
Bard (College of Glamour)
Level 4
Hit Dice: 4/4
1d8+1 Class 1

STR 10

+0

DEX 12

+1

CON 12

+1

INT 14

+2

WIS 15

+2

CHA 18

+4

33
Hit Points
+1
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
4 / 4
Bardic Inspiration
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Jack of all Trades
+0 Strength
+3 Dexterity
+1 Constitution
+4 Intelligence
+4 Wisdom
+6 Charisma
saving throws
+3 Acrobatics DEX
+4 Animal Handling WIS
+3 Arcana INT
+1 Athletics STR
+5 Deception CHA
+3 History INT
+3 Insight WIS
+5 Intimidation CHA
+3 Investigation INT
skills
+6 Medicine WIS
+3 Nature INT
+4 Perception WIS
+8 Performance CHA
+5 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: 8, Electrum: 0, Gold: 212, 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 v2.10, made by Tillerz - Updated: 2026-05-13
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

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.


 

Mantle of Inspiration

You can weave fey magic into a song or dance to fill others with vigor. As a Bonus Action, you can expend a use of Bardic Inspiration, rolling a Bardic Inspiration die. When you do so, choose a number of other creatures within 60 feet of yourself, up to a number equal to your Charisma modifier (minimum of one creature). Each of those creatures gains a number of Temporary Hit Points equal to two times the number rolled on the Bardic Inspiration die, and then each can use its Reaction to move up to its Speed without provoking opportunity Attacks.


 

Beguiling Magic

You always have the Charm Person and Mirror Image spells prepared. In addition, immediately after you cast an Enchantment or Illusion spell using a spell slot, you can cause a creature you can see within 60 feet of yourself to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Charmed or Frightened condition (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success. Once you use this benefit, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending one use of of your Bardic Inspiration (no action required).


 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


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