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Octávio Lutherieros

6 Level (0/23000 XP for level-up) music instrument maker Background Satyr - Fey Race / Species / Heritage chaotic good Alignment
Bard
Level 6
Hit Dice: 6/6
1d8+0 Class 1

STR
13
+1
DEX
13
+1
CON
10
+0
INT
15
+2
WIS
10
+0
CHA
17
+3
33
Hit Points
+3
Initiative (DEX)
11
Armor Class (AC)
+3
Prof. Bonus
35
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+6 Attack mod
CHA Ability
+3 Abi Mod
28 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Jack of all Trades
+1 Strength
+4 Dexterity
+0 Constitution
+2 Intelligence
+0 Wisdom
+6 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+3 Arcana INT
+2 Athletics STR
+4 Deception CHA
+3 History INT
+1 Insight WIS
+4 Intimidation CHA
+8 Investigation INT
skills
+1 Medicine WIS
+3 Nature INT
+3 Perception WIS
+9 Performance CHA
+6 Persuasion CHA
+3 Religion INT
+4 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +1 DEX 1d4+1 piercing
 Finesse, light, thrown (range 20/60)
Dagger +1 DEX 1d4+1 piercing
 Finesse, light, thrown (range 20/60)
Light Hammer +1 STR 1d4+1 bludgeoning
 Light, Thrown (Range 20/60)
Light Hammer +1 STR 1d4+1 bludgeoning
 Light, Thrown (Range 20/60)
Horns +2 STR 1d6+1 blugeoning
 unarmed strikes
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mage Hand
Mending
Dancing Lights

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Sleep
Healing Word
Dissonant Whispers
Unseen Servant

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Characters 60 ft Concentration SM
 Notes:You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll. Mischievous Surge d4 Effect: 1 The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn. 2 Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces. 3 Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction. 4 Drops of molasses hover in the cube, making it difficult terrain until the start of your next turn.
Shatter
Heat Metal

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
60 ft long action V
 Notes:You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.
Leomund's Tiny Hut
Natural Weapon
Adept Linguist
Bardic Inspiration
Jack of all trades
Song of Rest
Performance of creation
Mote of Potential
Animating Performance
Countercharm

Features & Traits
Clothes(Traveler), Costume, Disguise Kit
Backpack
Bedroll
Waterskin
candles 5x
Ration 5x

Chisel
Carpenter Tools
Jeweler's Tools
Carving knife

Drum
Mbira
Flute
Pan Flute

Sling
Dagger 2x
Leather armor
Light hammer 2x

Equipment Copper: 10, Silver: 10, Electrum: 0, Gold: 10, Platinum: 0 Money
Common (more or less)
Satyr language
Fey

Languages & Proficiencies
curious

There is so much in the world I want to see and learn about. It is the main factor which carries me through life. I´m now of age and able to travel. Though I will miss my home I´m ready to travel, go on adventures and maybe find new communitys.

Personality Traits
Positivity
People/Connection are the most important

From small we learn there is community. We stay together, live together and care for each other. It´s the most valuable thing to have, people who love each other.
It´s important to not focuse on the negative sites of things, there is always a hidden beauty, you just have to find it .

Ideals
family (rituals/culture)
instruments
bond to home (but doesnt exclude want to travel)

I am from a family of instrument builders, but building is not the only thing we do. With the creation comes culture and rituals, it´s intergrated in our lives. Our bonds to our community are strong and if danger approaches we keep together and fight trough it together. This community is our definition of home.
Our instruments mean a lot to us. When you build the instrument, you don´t just build it to make tunes, you fuse a part of your soul and character into it. With that you can always reconise which instrument was build by whom. Therefore our own instruments are part of us and we treat it like a child. We fix it if it gets damaged and care for it by caring for the materials. If it would ever get damaged to the point of no return, it is to compare to a loss of a beloved person. (so please don´t touch our instruments without asking)

Bonds
bad attention
very direct

You could say my attention is always somewhere but where its supposed to be. There are so many interesting things in the world to investigate and learn about. How could one just focuse on one task. (of course building instruments and playing music are diffrent things, there nothing else in the world when I do this tasks, it´s like it swallows me whole in the act of making)
I like to be direct and don´t tell lies a lot, just when it´s really neessary. So sometimes I step over some lines with people.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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Statblocks for your spells.

Level 0 Spells

D&D 5e PHB Page 256

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30 feet
Duration 1 minute
Components V, S

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.

Class(es): Bard, Sorcerer, Warlock, Wizard

Mending

0-level (Cantrip) Transmutation

Casting Time 1 action
Range Touch
Duration Instantanious
Components V, S, M
Materials Two lodestones

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

Class(es): Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

Basic Rules , pg. 230

Dancing Lights

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 120 ft
Duration 1 Minute
Components V, S, M
Materials A bit of phosphorus or wychwood, or a glowworm.

Damage Type: Utility   Saving Throws: None   Description: 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.

Class(es): Bard, Sorcerer, Wizard, Artificer

Level 1 Spells

Basic Rules , pg. 276

Sleep

1-level Enchantment

Casting Time 1 Action
Range 90 ft (to 20 ft)
Duration 1 Minute
Components V, S, M
Materials A pinch of fine sands, rose petals, or a cricket.

Damage Type: Unconscious   Saving Throws: None   Description: 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.

Class(es): Bard, Sorcerer, Wizard

Basic Rules, pg. 250

Healing Word

1-level Evocation

Casting Time 1 Bonus Action
Range 60 ft
Duration Instantaneous
Components V

Damage Type: Healing   Saving Throws: None   Description: 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.

Class(es): Bard, Cleric, Druid, Alchemist

PHB

Dissonant Whispers

1-level Enchantment

Casting Time 1 Action
Range 60 feet
Duration Instantaneous
Components V

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.

Class(es): Bard, Warlock

Saving ThrowWisdom
Roll: 3d6Psychic Damage

Basic Rules, pg. 284

Unseen Servant

1-level Conjuration

Casting Time 1 Action
Range 60 ft
Duration 1 Hour
Components V, S, M
Materials A bit of string and a bit of a wood.

Damage Type: Control   Attack/Save Throw: None   Description: This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.   If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Class(es): Bard, Warlock, Wizard

Level 2 Spells

PHB

Shatter

2-level Evocation

Casting Time 1 Action
Range 60 feet
Duration Instantaneous
Components V S M
Materials (a chip of mica)

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd

Class(es): Bard, Cleric, Sorcerer, Warlock, Wizard

Saving ThrowConstitution
3d8 Thunder Damage
Area of Affect10-foot-raidus Sphere

Player's Handbook

Heat Metal

2-level Evocation

Casting Time 1 action
Range 60 feet
Duration Concentration, 1 minute
Components V,S,M (iron and a flame)

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Class(es): Artificer, Bard, Druid

Level 3 Spells

Leomund's Tiny Hut

3-level Evocation (ritual)

Casting Time 1 Minute
Range Self (10 ft. radius hemisphere)
Duration 8 hours
Components V, S, M
Materials A small crystal bead

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.   Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.   Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

Class(es): Bard, Wizard

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