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Master Demitrious in Dungeons & Dragons 5e

Master Demitrious

1 Level (0/300 XP for level-up) Witchlight Hand Background Goblin Race / Species / Heritage Chaotic Good Alignment
Bard
Level 1
Hit Dice: 1/1
1d8+3 Class 1

STR 14

+2

DEX 15

+2

CON 17

+3

INT 11

+0

WIS 16

+3

CHA 18

+4

8
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+6 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+4 Dexterity
+3 Constitution
+0 Intelligence
+3 Wisdom
+6 Charisma
saving throws
+2 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+4 Athletics STR
+6 Deception CHA
+0 History INT
+3 Insight WIS
+4 Intimidation CHA
+0 Investigation INT
skills
+3 Medicine WIS
+0 Nature INT
+3 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +2 STR 1d4+2 piercing
 Finesse
Longsword +2 STR 1d8+2 slashing
 Versatile: 1d10
Attacks

Spell Book

Longsword


Guitar


Dagger


Leather Armor





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

Armor: Light


Weapons: Simple, Hand Crossbows, Longswords, Rapiers, Shortswords


Instruments: Guitar, Lute, Harp


Languages: Common





Languages & Proficiencies


™ & © 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

Vicious Mockery

0-level (Cantrip) Abjuration

Casting Time: Action

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).

Thunderclap

0-level (Cantrip) Abjuration

Casting Time: Action

You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.

At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Message

0-level (Cantrip) Abjuration

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

Level 1 Spells

Silvery Barbs

1-level Abjuration

Casting Time: Action

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.

Sleep

1-level Abjuration

Casting Time: Action

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.

Tasha’s Hideous Laughter

1-level Abjuration

Casting Time: Action

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

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