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lumine

1 Level (0/300 XP for level-up) Feylost Background Vampire (Pureblood) Race / Species / Heritage chaotic good Alignment
bard-College of Creation
Level 1
Hit Dice: 1/1
1d8+1 Class 1

STR 6

-2

DEX 10

+0

CON 12

+1

INT 10

+0

WIS 12

+1

CHA 14

+2

9
Hit Points
+0
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+4 Attack mod
CHA Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-2 Strength
+2 Dexterity
+1 Constitution
+0 Intelligence
+1 Wisdom
+4 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
-2 Athletics STR
+4 Deception CHA
+0 History INT
+1 Insight WIS
+2 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+3 Perception WIS
+4 Performance CHA
+2 Persuasion CHA
+0 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +2 DEX 1d4 piercing
 Finesse, light, thrown (range 20/60)
Rapier +2 DEX 1d8 piercing
 Finesse
Attacks

Spell Book

music-guitar, flute
weapons-a rapier, dagger
armor-Leather, Ring of Regeneration, ring of the wickerman
a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap, A glass orb filled with moving smoke, A tiny chest carved to look like it has numerous feet on the bottom, A glass orb filled with water, in which swims a clockwork goldfish, a set of traveler's clothes

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 8, Platinum: 0 Money
Languages-Common, Chatter, Elvish
musical instruments-guitar, flute, piano, lute
Weapons-Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armor-Light armor

Languages & Proficiencies
I can't bring myself to trust most adults.

Personality Traits
I never leave a friend behind.

Ideals
A trusted friend is the most important thing in the multiverse to me.

Bonds
I'm forgetful. Sometimes I can't remember even the simplest things.

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

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time 1 Action
Range 60 feet
Duration Instantaneous
Components V

You unleash a string of insults laved 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 1d8 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 increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Class(es): Bard

Saving ThrowWisdom
1d8 Psychic Damage

Mending

0-level (Cantrip) Transmutation

Casting Time 1 action
Range Touch
Duration Instantanious
Components V, S, M
Materials Two lodestones

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.

Class(es): Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

Level 1 Spells

Player's Handbook

Heroism

1-level Enchantment

Casting Time 1 action
Range Touch
Duration Concentration, 1 minute
Components V,S

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns.
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.

Class(es): Bard, Paladin

Basic Rules, pg. 284

Unseen Servant

1-level Conjuration

Casting Time 1 Action
Range 60 ft
Duration 1 Hour
Components V, S, M
Materials A bit of string and a bit of a wood.

Damage Type: Control   Attack/Save Throw: None   Description: This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.   If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Class(es): Bard, Warlock, Wizard

Player's Handbook, pg. 223

Command

1-level Enchantment

Casting Time 1 Action
Range 60 ft
Duration 1 Round
Components V

Damage Type: None   Attack/Save Throw: WIS Save   Description: 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 GM 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.

Class(es): Paladin

D&D 5e PHB Page 221

Charm Person

1-level Enchantment

Casting Time 1 action
Range 30 feet
Duration 1 hour
Components V, S

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
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. The creatures must be within 30 feet of each other when you target them.

Class(es): Bard, Druid, Sorcerer, Warlock, Wizard

Sleep

1-level Enchantment

Casting Time 1 action
Range 90 feet
Duration 1 minute
Components V, S, M
Materials A pinch of fine sand, rose petals, or a cricket

This spell sends creatures into a magical slumber. Roll 5d8, the total is how many Hit Points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current Hit Points (ignoring Unconscious creatures).   Starting with the creature that has the lowest current Hit Points, each creature affected by this spell falls Unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's Hit Points from the total before Moving On to the creature with the next lowest Hit Points. A creature's Hit Points must be equal to or less than the remaining total for that creature to be affected.   Undead and creatures immune to being Charmed aren't affected by this spell.
At higher levels: At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Class(es): Bard, Sorcerer, Wizard

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


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