Drisstra Oblodra
Level 15 (0/195000 XP for level-up)
Background Noble
Size Medium
Species Elf (Drow)
Bard
Subclass College of Tragedy
Level 12
Hit dice 12/12
1d8+2
Warlock
Subclass Pact of the Hexblade
Level 3
Hit dice 3/3
1d8+2

STR 12
+1
STR save: +1
DEX 14
+2
DEX save: +7
CON 14
+2
CON save: +2
INT 12
+1
INT save: +1
WIS 14
+2
WIS save: +2
CHA 22
+6
CHA save: +11

Initiative (DEX)
+4
Speed
30ft walk/climb
Passive Perception
13
Heroic Inspiration
Armor Class (AC)
18
Mithral Half Plate +1
Hit Points
107 / 107
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+13
Ability
CHA
Abi Mod
+8
Save DC
21
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Sword of Majesty +12 CHA 1d8+7 piercing
  Properties: +1 skill checks and saving throws
Demon Staff +7 STR 1d6/4d6+1 bluedgeoning, psychic
  Properties: on hit: Wisdom save, frightened on fail
Tentacle Rod +12 CHA 1d6 psychic
  Properties: 3 attacks, can attack 3 targets or all attacks on 1
Drow Pistol +1 +8 DEX 1d10+2 piercing
  Properties: 30/90 range, lose magic under sunlight.
Dagger +7 DEX 1d4+2 piercing
  Properties: throw, 20/60 range
Armor ( AC Mod: +2 )
W T  Armor AC D Properties
Mithral Half Plate +1 16 Mithral: doesn't impose disadvantage on stealth
Skills
P/E Bonus Skill Abi
+13 Acrobatics DEX
+5 Animal Handling WIS
+4 Arcana INT
+4 Athletics STR
+17 Deception CHA
+12 History INT
+5 Insight WIS
+9 Intimidation CHA
+4 Investigation INT
+5 Medicine WIS
+4 Nature INT
+13 Perception WIS
+17 Performance CHA
+17 Persuasion CHA
+4 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+5 Survival WIS

+10 Expertise Bonus
+5 Proficiency Bonus
+2 Jack of all Trades
Spell Book
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 8194, Platinum: 0
Treasure and Equipment

  • Ring of Spell Storing

  • Cloack of Arachnida

  • Broom of Flyng

  • Fragment of Delusion

  • Black Chromatic Rose

  • Reveler's Concertina

  • Lost Lineage book

  • Faerie Dust


Proficiencies, Languages, and Talents
--Languages--
Common, Undercommon, Elvish, Abyssal

--Armor--
Light, medium

--Weapon--
Simple, Martial

--Resistances--
Poison, Psychic, Acid

--Tools--
Bagpipes, Dragonchess, Flute, Lute
Features & Traits

DROW



  • Darkvision. 120ft, Perception disadvantage on total darkness.

  • Fey Ancestry. Advantage on saving throws against charmed condition.

  • Trace. Only 4 hours to take a long rest. During that time you can explore memories of past drows, allowing you to change your proficiency in one skill or tool until the next long rest.

  • Drow Magic. Dancing Lights (Cantrip), Faerie Fire, Darkness. You can cast each without expending a spell slots once per long rest. You can cast them normally if you have spellcas



WARLOCK



  • Pact Magic. You have two uses of pact magic to cast warlock's spells. You recover any missing slots on a short or long rest.

  • Magical Cunning. Once per long rest you can expend 1 minute to recover one missing slot of pact magic.

  • Eldritch Invocations:



  1. Agonizing Blast. Add your charisma modifier to your Eldritch Blast damage.

  2. Repelling Blast. Your Eldritch Blast push 10ft in any direction your target.

  3. Eldritch Sight. Yo always have the spell Detect Magic active.

  4. Pact of the Chain. You can cast the Find Familiar spell once without expending any spell slot or materials.




Pact of the Hexblade



  • Hexblade Manifest. You know the spell Hex and can cast it without expending any spell slot a number of times up to your Charisma modifier per long rest.

  • Hexblade's Maneuvers. Once per turn when you hit a creature under your Hex spell with an attack roll you can choose to apply one of the following effects:



  1. Draining Slash. Constitution save, on a fail the target can't take reactions for opportunity attacks and it's speed is halved until the start of your next turn.

  2. Harrowing Blade. Wisdom save, on a fail the next time the target makes an attack against a creature other than you takes necrotic damage equal to your Charisma modifier.

  3. Stymying Mark. The target has Disadvantage on the next saving throw it makes before the start of your next turn.




BARD



  • Bardic Inspiration. As a bonus action add 1d10 to a d20 roll of a targert of your choice. Last for 1 hour and you have a number up to your Charisma Modifier. Any missing Bardic Inspiration recharges during a short or long rest.

  • Spellcasting. You do magic. Any missing spell slot recharges during a long rest. Once you gain a level on your Bard class you can choose to change one spell you know for another of the Bard, Cleric, Druid or Wizard class.

  • Jack of All Trades. Add half your proficiency to any skill check you are not proficient already (automatic).

  • Countercharm. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.



Collegue of Tragedy



  • Poetry in Misery. Whenever you or an ally within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to soliloquize and regain one expended use of your Bardic Inspiration feature.

  • Sorrowful Fate. When you or an ally you can see forces a creature to make a saving throw, you can expend one use of your Bardic Inspiration to change the type of saving throw to a Charisma save instead. If the target fails this save, roll a Bardic Inspiration die. The target takes psychic damage equal to the result, and is plagued with regret for 1 minute. If the target is reduced to 0 hit points during this time and can speak, they are magically compelled to utter darkly poetic final words before succumbing to their injuries. Once you use this feature, you can't use it again until you finish a short or long rest.

  • Tales of Hubris. When a creature scores a critical hit against you or an ally within 60 feet of you that you can see, you can use your reaction and expend one use of your Bardic Inspiration to target the attacking creature. For 1 minute or until the target suffers a critical hit, any weapon attack against the target scores a critical hit on a roll of 18–20.

  • Impending Misfortune. When you make an attack roll or a saving throw, you can gain a +10 bonus to the roll, but the next attack roll or saving throw you make takes a −10 penalty. If not used, this penalty disappears when you finish a short or long rest.
    You can't use this feature again until you finish a short or long rest, or until you are reduced to 0 hit points.



OTHER FEATURES



  • Actor (Feat). While you're disguised as a real or fictional person, you have Advantage on Charisma (Deception or Performance) checks to convince others that you are that person. You can mimic the sounds of other creatures, including speech. A creature that hears the mimicry must succeed on a Wisdom (Insight) check to determine the effect is faked (DC 8 plus your Charisma modifier and Proficiency Bonus).

  • Skilled (Feat). Proficiency in any combination of three skills or tools.

  • Psionic Enhance. You can cast Mage Hand with a range of 60ft and it is invisibile for anyone other than you. You can speak telephatically to any creature you can see within 30ft of yourself. Your communication doesn't give the creature the ability to respond telepathically. 

  • Psionic Expanded. Ego Whip: You can cast Tasha's Mind Whip without expending any spell slot once per long rest. The following spells are considered psionic powers: Dissonant Whispers, Feather Fall, Detect Thoughts, Levitate, Tasha’s Mind Whip, Sending, Phantasmal Killer, Raulothim’s Psychic Lance, Telekinesis and Mass Suggestion.
    Whenever a creature succeeds in a saving throw against your psionic powers you can choose to deal psychic damage equal to your charisma modifier. Or if the spell doesn’t need a roll you gain the same amount as temporary hit points. You can do so only once per spell during each Long Rest.




Spellcasting
Bard Spellcasting. Spell slots from lvl 1 to lvl 6.
Warlock pact magic. Two pact slots of only lvl 2.

Cantrips

  • Chill Touch

  • Dancing Lights

  • Eldritch Blast

  • Message

  • Minor Illusion

  • Thunderclap

  • Vicious Mockery



Warlock (2, lvl 2)

  • Arcane Vigor

  • Arms of Hadar

  • Comprehend Languages

  • Hex

  • Invisibility

  • Magic Weapon

  • Shield

  • Wrathful Smite



Bard
Lvl 1 (4):


    • Disguise Self

    • Dissonant Whispers

    • Feather Fall

    • Tasha's Hideous Laughter



  • Lvl 2 (3):



    • Detect Thoughts

    • Heat Metal

    • Levitate

    • Misty Step

    • See Invisibility

    • Silence

    • Tasha's Mind Whip



    Lvl 3 (3):

    • Blink

    • Hunger of Hadar

    • Remove Curse

    • Sending



    Lvl 4 (3):

    • Phantasmal Killer

    • Psychic Lance



    Lvl 5 (2):

    • Steel Wind Strike

    • Telekinesis



    Lvl 6 (1):

    • Mass Suggestion




    Other Spells:

    • Find Familiar (Only as a ritual)

    • Detect Magic (Always)

    • Faerie Fire (1/long rest)

    • Darkness (1/long rest)

    • Protection from Poison (1/long rest)

    • Sending (1/long rest; only to the other stone)

    • Tasha's Mind Whip (1/long rest)

    • Hex (6/long rest)

    • Otto's Irresistible Dance (1/long rest)




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

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