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Chad Bigdick

12 Level (0/120000 XP for level-up) Background Tiefling Race / Species / Heritage Chaotic Neutral Alignment
Bard
Level 6
Hit Dice: 3/6
1d8-1 Class 1
Rogue
Level 6
Hit Dice: 2/6
1d8-1 Class 2

STR 14

+2

DEX 16

+3

CON 8

-1

INT 12

+1

WIS 10

+0

CHA 18

+4

51
Hit Points
+6
Initiative (DEX)
13
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
9
Passive Perception
3 / 3
Bardic Inspiration
Spellcasting ...
+14 Attack mod
CHA Ability
+4 Abi Mod
30 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+2 Jack of all Trades
+4 Strength
+10 Dexterity
-2 Constitution
+2 Intelligence
+0 Wisdom
+12 Charisma
saving throws
+5 Acrobatics DEX
+2 Animal Handling WIS
+3 Arcana INT
+4 Athletics STR
+6 Deception CHA
+3 History INT
+2 Insight WIS
+6 Intimidation CHA
+3 Investigation INT
skills
+2 Medicine WIS
+3 Nature INT
+2 Perception WIS
+6 Performance CHA
+6 Persuasion CHA
+3 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Scimitar +12 DEX 1d6+2+3 Slashing
 Finesse
Scimitar +12 DEX 1d6+2+3 Slashing
 Finesse
Sneak Attack +6 STR 3d6+2
 Finesse
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mage Hand +14 Instant 30ft 1 Minute
 Notes:A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds.
Thaumaturgy +14 Instant 30ft 1 Minute
 Notes:You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: • Your voice booms up to three times as loud as normal for 1 minute. • You cause flames to flicker, brighten, dim, or change color for 1 minute. • You cause harmless tremors in the ground for 1 minute. • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. • You instantaneously cause an unlocked door or window to fly open or slam shut. • You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Vicious Mockery +14 Instant 60ft
 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 (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. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4)
Nobility/Peasantry +14 Instant Self 1 Hour
 Notes:This spell changes how other creatures perceive you. When you interact with a creature during the duration, that creature must first make a Wisdom saving throw. A creature that you have already interacted with for at least 1 minute during the past 24 hours before casting this spell automatically succeeds on the saving throw. When you cast the spell, you choose nobility or peasantry as the spell’s effect. The effect of a creature failing this saving throw depends on your choice. A creature that succeeds on the saving throw does not notice your attempted enchantment. Nobility. You give off an aura of esteem and high status for the duration. On a failed save, a creature sees you as an important, high class member of society, such as a member of a noble family or aristocrat, and treats you as such for the duration. Whenever a creature witnesses you acting in a manner contrary to how a high class member of society is expected to act, the creature can repeat this saving throw, ending the effect on it on a success. Peasantry. You give off an aura of insignificance and low status for the duration. On a failed save, a creature sees you as an unimportant, low class member of society, such as a lowly farmer or beggar, and treats you as such for the duration. Whenever a creature witnesses you acting in a manner contrary to how a low class member of society is expected to act, the creature can repeat this saving throw, ending the effect on it on a success. End of the Effect. When this effect ends on a creature, that creature realizes that its perception of you was altered by magic. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell increases by 2 hours for each slot level above 1st.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +14 Instant Touch 1d8+6
 Notes:A creature you touch regains a number of hit points equal to 1d8 + 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 1d8 for each slot level above 1st.
Disguise Self +14 Instant Self 1 Hour
 Notes:You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Sleep +14 Instant 90ft 1 Minute 5d8
 Notes: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. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Searing Smite +14 Instant Self 1d6
 Notes:The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.
Branding Smite +14 Instant Self 1 Minute 2d6
 Notes:The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5 foot radius and can’t become invisible until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Searing Smite +14 Instant Self 1d6 +
 Notes:The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.

Master Marksman





Features & Traits

Thieves' tools: - small file, set of lock picks, mirror mounted on a handle, narrow bladed scissors, and pliers.


Backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit. (cosmetics, hair dye, and small props)





Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 198, Platinum: 0 Money

small patch of flesh with tattoo





Notes


™ & © 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.

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


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