Eira

1 Level (0/300 XP for level-up) Barmaid Background Vulperan (Half-fur) (Sand/gray) Race / Species / Heritage Chaotic Evil Alignment
Manipulator
Level 1
Hit Dice: 1/1
1d8-2 Class 1

STR
11
+0
DEX
15
+2
CON
7
-2
INT
8
-1
WIS
10
+0
CHA
18
+4
6
Hit Points
+2
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
2 / 2
Sorcery Points
Spellcasting ...
+8 Attack mod
CHA Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+2 Dexterity
-2 Constitution
-1 Intelligence
+2 Wisdom
+6 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+1 Arcana INT
+0 Athletics STR
+6 Deception CHA
-1 History INT
+0 Insight WIS
+6 Intimidation CHA
-1 Investigation INT
skills
+0 Medicine WIS
-1 Nature INT
+0 Perception WIS
+6 Performance CHA
+6 Persuasion CHA
-1 Religion INT
+4 Sleight of Hand DEX
+2 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Feature: Innocuous Persuasion
Perhaps it is your utterly innocent presence, but you rarely need to hide from people to hear in on what they talk about. You are just a simple barmaid that gives the drinks and takes them away when they are empty. People often forget that you're there to the point that even very important conversations not meant for average ears can be spoken near you. Underworld lords and powerful figures feel no threat from speaking liberally near you, discussing plans and such as long as you tend to them in some way.

Mixed bag. Half-furs and halfbreeds are looked down on in society, despite being rather versatile. Choose one: Versatile, Crafty, or Natural soldier. Alternatively, gain a feat.

Watered down (Optional). Alternate feature (replaces Ready for Danger). Your soul is watered down. Your ability to cast magic is somewhat hindered by the chaos of your mixbreed nature, despite being strengthened by your unity and resolve. Gain the wildmagic surge feature from the wildmagic sorcerer subclass. Gain a +2 to your spellcasting ability. You may not take this feature as a wild magic sorcerer

Metamagic Adept
You learn two metamagic options and gain 2 sorcery points.
Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Features & Traits
Barmaid outfit
Flask filled with hard cider
Deck of cards
coin pouch
Whip
Dagger
a chest
2 cases for maps and scrolls
A set of fine clothes
A bottle of ink
An ink pen
A lamp
2 flasks of oil
5 sheets of paper
A vial of perfume
Sealing wax
Soap

Equipment Copper: 5, Silver: 1, Electrum: 0, Gold: 15, Platinum: 0 Money
Language:
-Foxish (srw)
Armour:
-Light
Weapons:
-Simple weapons
-Whip
-Rapier
Tools:
-Disguise kit
-Flute
-Brewer's supplies
-Playing card set

Languages & Proficiencies
I hate my job and everyone I have to serve.

Personality Traits
The drunk make easy money for stealing. (Evil)

Ideals
A great debt keeps me tied to this tavern

Bonds
I'm willing to try anything to have a good time.

Flaws


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

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Level 0 Spells

PHB

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30 feet
Components: Somatic, Material
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.
Available for: Bard, Sorcerer, Warlock, Wizard

PHB

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: Verbal, Somatic
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 magical items, or carry more than 10 pounds.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

PHB

Expeditious Retreat

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, up to 10 minutes
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
Available for: Artificer, Sorcerer, Warlock, Wizard

PHB

Tasha's Hideous Laughter

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: Verbal, Somatic, Material
Materials: Tiny tarts and a feather that is waved in the air
Duration: Concentration, up to 1 minute
Attack/Save: 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 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.
Available for: Bard, Wizard

PHB

Unseen Servant

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 60 feet
Components: Verbal, Somatic, Material
Materials: A piece of string and a bit of wood
Duration: 1 hour
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.
Available for: Bard, Warlock, Wizard

PHB

Charm Person

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: Verbal, Somatic
Duration: 1 hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

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