Victor
Level 4 (0/6500 XP for level-up)
Background Acolyte
Size Small
Species Scourgeborn (Vespertilio)
Bard
Subclass College of the Apocalypse
Level 4
Hit dice 4/4
1d8+0

STR 8
-1
STR save: -1
DEX 14
+2
DEX save: +4
CON 10
+0
CON save: +0
INT 14
+2
INT save: +2
WIS 12
+1
WIS save: +1
CHA 18
+4
CHA save: +6

Initiative (DEX)
+2
Speed
10
Passive Perception
11
Heroic Inspiration
Armor Class (AC)
13
Leather
Hit Points
23 / 23
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+6
Ability
CHA
Abi Mod
+4
Save DC
14
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Flintlock (True Strike) +6 CHA 1d8 Radiant
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Leather 13
Skills
P/E Bonus Skill Abi
+3 Acrobatics DEX
+2 Animal Handling WIS
+3 Arcana INT
+0 Athletics STR
+5 Deception CHA
+3 History INT
+5 Insight WIS
+5 Intimidation CHA
+3 Investigation INT
+2 Medicine WIS
+3 Nature INT
+2 Perception WIS
+6 Performance CHA
+8 Persuasion CHA
+4 Religion INT
+3 Sleight of Hand DEX
+4 Stealth DEX
+2 Survival WIS

+4 Expertise Bonus
+2 Proficiency Bonus
+1 Jack of all Trades
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Guidance
+6
1 Action Touch 1 Minute (Concentration) VS
Thaumaturgy
+6
1 Action 30 ft. 1 Minute V
Message
+6
1 Action 120 ft. 1 Round SM
True Strike
+6
1 Action Self Instantaneous SM
Mage Hand
+6
1 Action 30 ft. 1 Minute VS

Level 1 Spells
4 slots

NAME AB CAST RNG DUR DMG CMP #
Healing Word
+6
1 Bonus Action 60 ft. Instantaneous 2d4+4 V
Comprehend Languages
+6
1 Action (R) Self 1 Hour VSM
Dissonant Whispers
+6
1 Action 60 ft. Instantaneous 3d6 V
 Notes:   Psychic Damage, Half on Successful Wisdom Save, must use reaction if available to run away from you
Silvery Barbs
+6
1 Reaction 60 ft. Instantaneous V
Feather Fall
+6
1 Reaction 60 ft. 1 Minute VM
Detect Magic
+6
1 Action (R) 30 ft. 10 Minutes (Concentration) VS

Level 2 Spells
3 slots

NAME AB CAST RNG DUR DMG CMP #
Healing Word
+6
1 Bonus Action 60 ft. Instantaneous 2d4+4 + V
Dissonant Whispers
+6
1 Action 60 ft. Instantaneous 3d6 + V
 Notes:   Psychic Damage, Half on Successful Wisdom Save, must use reaction if available to run away from you
Shatter
+6
1 Action 60 ft. Instantaneous 3d8 VSM
 Notes:   CON Save in 10 ft. radius sphere
Otherworldly Gaze
+6
1 Action Self 10 Minutes VS
Enhance Ability
+6
1 Action Touch 1 Hour (Concentration) VSM
Phantasmal Force
+6
1 Action 60 ft. 1 Minute (Concentration) 2d8 VSM
 Notes:   10 ft. cube
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 33, Platinum: 0
Treasure and Equipment
In Pack
  • Calligrapher's Supplies
  • Book (Mentor's Work)
  • Ring of the Collatori
  • Parchment (10 Sheets)
  • Vestments
  • Scholars's Pack (40 GP)
  • 20 Bullets (2 GP)

  • On Person
  • Pitch Pipe (Flute 2 GP)
  • Traveller's Clothes (2 GP)
  • Leather Armor (10 GP)
  • 2 Dagger (4 GP)
  • Flintlock (8 GP)
  • Proficiencies, Languages, and Talents
    Weapons - Simple Weapons
    Tools - Choral/Pitch Pipe, Viol, Organ, Calligrapher's Supplies
    Armor - Light Armor
    Languages - Common, Halfling, Celestial
    Features & Traits

    Racial (Scourgeborn/Vespertilio)


    Feral Limbs - Unarmed Strikes deal 1d6+STR Piercing Damage
    Eldritch Curse - Immune to and spell that would alter form (alter self, polymorph, etc)
    Born of Madness (Good) - Advantage on Saving Throws against Madness
    Echolocative Sight - Blindsight 30 ft., Disadvantage on Perception Checks and Attack Rolls that require sight beyond 30 ft.
    Tattered Wings - Bonus Action gain fly speed of 30 ft. until end of turn. Fall if still in air at end of turn. Use # of times equal to proficiency bonus, regain on short or long rest

    Bard


    Bardic Inspiration - d6
    Spellcasting
    Expertise - (Persuasion and Insight)
    Jack of All Trades

    Subclass: College of the Apocalypse


    Endless Symphony - Gain additional bardic inspiration. Another at 6th level and a third at 14th level. Bardic Dice only upgrades to d8 at 10th level and to a d10 at 15th level.
    Eldritch Choir
  • Learn two Eldritch Melodies.
  • Use as an action, requires a bardic inspiration, and cannot use again until short or long rest.
  • Saving throw same as spell save DC.
  • A creature must be able to hear to be affected by a melody.
  • Learn an additional melody at 6th level and at 14th level.
  • May attempt to replace any melody with any other that meets requirements after finishing long rest. Make DC 17 Charisma saving throw for each. On a failure, gain one short-term madness, the melody isn't replaced, and no other melodies can be replaced until after finishing another long rest.
  • Currently Selected Melodies: Concord of the Depths, Epode for Whom the Bell Tolls

  • Feats


    Magic Initiate (Cleric/Charisma)
  • Guidance
  • Thaumaturgy
  • Healing Word (1 free cast/long rest)

  • Ritual Caster
  • Increase Charisma by 1
  • Ritual Spells: Choose a number of level 1 spells equal to your Proficiency Bonus that have the Ritual tag. You always have those spells prepared, and you can cast them with any spell slots you have. The spells’ spellcasting ability is the ability increased by this feat. Whenever your Proficiency Bonus increases thereafter, you can add an additional level 1 spell with the Ritual tag to the spells always prepared with this feature.
  • Quick Ritual: With this benefit, you can cast a Ritual spell that you have prepared using its regular casting time rather than the extended time for a Ritual. Doing so doesn’t require a spell slot. Once you cast the spell in this way, you can’t use this benefit again until you finish a Long Rest.
  • Currently Prepared Spells: Detect Magic, Comprehend Languages
  • Considering: Identify (Need a 100 GP Pearl), Ceremony, Find Familiar, Invisible Servant, Illusory Script, Speak with Animals, Purify Food and Drink


  • ™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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    dogdafyrefang.

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