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Ravaphine "Rava" Xalyth

6 Level (0/23000 XP for level-up) Criminal/Entertainer Background Drow Race / Species / Heritage CN Alignment
Bard
Level 6
Hit Dice: 3/6
1d8+2 Class 1

STR
12
+1
DEX
16
+3
CON
14
+2
INT
8
-1
WIS
12
+1
CHA
20
+5
50
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30/60
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ...
+8 Attack mod
CHA Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Jack of all Trades
+1 Strength
+6 Dexterity
+2 Constitution
-1 Intelligence
+1 Wisdom
+8 Charisma
saving throws
+4 Acrobatics DEX
+2 Animal Handling WIS
+0 Arcana INT
+2 Athletics STR
+8 Deception CHA
+0 History INT
+2 Insight WIS
+6 Intimidation CHA
+0 Investigation INT
skills
+2 Medicine WIS
+0 Nature INT
+7 Perception WIS
+6 Performance CHA
+8 Persuasion CHA
+0 Religion INT
+9 Sleight of Hand DEX
+6 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +6 DEX 1d8+3 Piercing
 Finesse
Dagger +6 DEX 1d4+3 Piercing
 Finesse, Light, Thrown 20/60
Short Bow +6 DEX 1d6+3 Piercing
 20 Arrows, Range 80/320, two=handed
Attacks

Spell Book

Superior Darkvision: 120 ft
Fey Ancestry: Advantage against being charmed. Magic cannot put me to sleep.
Trance: 4 hours of meditation instead of 8 hours sleep.
Sunlight Sensitivity: Negated by magic sunglasses.
Drow Magic: Know Dancing Lights, and Faerie Fire 1/LR.
By Popular Demand: Perform for Food/Lodging. Strangers may recognize and take a liking to you.
Bardic Inspiration: BONUS ACTION _ _ _ _ _ Cha Mod/LR. Creature gains 1d8 and may use it at any time within 10 minutes. Add roll to Saving Throw, Ability Check, or Attack Roll. Can use after roll, but before DM says if it passes or fails.
Jack of All Trades: 1/2 Prof Bonus rounded down added to all non-prof ability checks.
Song of Rest: Party gets 1d6 HP added during a short rest if they can hear my song.
Expertise: Proficiency bonus is doubled for two abilities that you are prof in
Font of Inspiration: Regain all B.I. during Short or Long Rest.
Silver Tounge: Persuasion and Deception have a minimum 10 roll.
Unsettling Words: BONUS ACTION Expend one Bardic Inspiration to target a creature within 60 ft. The creature must subtract the number rolled from their next saving throw before the start of your next turn.
Countercharm: ACTION Perform until the end of your next turn, grant allies within 30ft advantage on saving throws against being frightened or charmed during the performance time.
Unfailing Inspiration: If an ally uses your bardic inspiration and the rolls fails, they get to keep the bardic inspiration die.
Universal Speech: ACTION 1/LR OR expend spell slot. Choose a number or creatures, up to your Charisma Mod. Creatures can magically understand you for up to 1 hour.

Features & Traits
See Inventory Sheet

Equipment Copper: 8, Silver: 8, Electrum: 0, Gold: 69, Platinum: 0 Money
Common, Elvish
Rapiers, Short Swords, Long Swords, Simple Weapons, Hand Crossbows
Light Armor
Disguise Kit
Lute, Flute, Fiddle Organ

Languages & Proficiencies
I love a good insult, even one directed at me.

Personality Traits
I do whatever it takes to survive.

Ideals
I will do anything to prove myself to Vynn.

Bonds
I'm slow to trust, and I'm my own first priority.

Flaws
Bardic Insp: 11111
Arrows: 19
Platinum: 10
Gold: 127 + 1000
Silver: 14
Copper: 1
Pouch of speed weed - Inhaled = Increased speed by 5 for 10 minutes
Goggles - Me
Dm Guide 176 - Cli-Fiddle, or the other one

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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Level 0 Spells

Player's Handbook

Dancing Lights

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 120ft
Components: V, S, M
Materials: A bit of Phosphorus or Wychwood, or a Glowworm
Duration: Concentration, up to 1 Minute
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
Available for: Artificer, Bard, Sorcerer, Wizard

SRD

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: Verbal
Duration: Instantaneous
Attack/Save: Wisdom Save
Damage/Effect: Psychic
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.   This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Available for: Bard

PHB, page 260

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30 feet
Components: S, M
Materials: A bit of fleece
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.   If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.   If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
At higher levels: You can create an additional effect and the spell's range increases by 10 feet once you reach 5th level (up to 2 effects, 40 feet range), and again at 11th level (up to 3 effects, 50 feet range) and 17th level (up to 3 effects, 60 feet range).
Available for: Bard, Sorcerer, Warlock, Wizard

PHB

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: 1 minute
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.

Level 1 Spells

PHB p239 (modified)

Faerie Fire

1-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity Save
Each object in a 20-foot cube within range is outlined in a color of your choice. Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Available for: Artificer, Bard, Druid

Tasha's Hideous Laughter

1-level Enchantment

Range/Area: 30 ft
Components: V, S, M
Materials: Tiny Tarts and a Feather that is waved in the air
Attack/Save: Wisdom Saving Throw
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 Savng 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 turn, 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.
Available for: Bard, Wizard

Dissonant Whispers

1-level Enchantment

Casting Time: 1 Action
Range/Area: 60 ft
Components: V
Duration: Instantaneous
Attack/Save: Wisdom Saving Throw
Damage/Effect: Psychic Damage
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The Creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Bard

Strixhaven: A Curriculum of Chaos

Silvery Barbs

2-level Enchantment

Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range/Area: 60 feet
Components: V
Duration: Instantaneous
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.

Healing Word

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60ft
Components: V
Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.

Level 2 Spells

Mirror Image

2-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Player's Handbook, SRD, Basic Rules

Invisibility

2-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: An eyelash encased in gum arabic
Duration: Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

SRD

Lesser Restoration

2-level Abjuration

Casting Time: 1 action
Range/Area: touch
Components: VS
Duration: instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Available for: Bard, Cleric, Druid, Inventor, Paladin, Ranger

Level 3 Spells

SRD

Dispel Magic

3-level Abjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: instantaneous
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
At higher levels: When you cast this spell 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell level you cast.
Available for: Bard, Cleric, Druid, Inventor, Occultist, Paladin, Sorcerer, Warlock, Wizard

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