Angfel'Laari Dapplegrove

1 Level (0/300 XP for level-up) Sage Background Spring Eladrin Race / Species / Heritage Neutral Good Alignment
Bard
Level 1
Hit Dice: 1/1
1d8-1 Class 1

STR
10
+0
DEX
16
+3
CON
8
-1
INT
12
+1
WIS
13
+1
CHA
16
+3
8
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+5 Dexterity
-1 Constitution
+1 Intelligence
+1 Wisdom
+5 Charisma
saving throws
+5 Acrobatics DEX
+1 Animal Handling WIS
+3 Arcana INT
+0 Athletics STR
+3 Deception CHA
+3 History INT
+3 Insight WIS
+3 Intimidation CHA
+1 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
+3 Perception WIS
+5 Performance CHA
+3 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortbow +5 DEX 1d6+3 piercing
 light, range (80/320), d20+ability to hit for weapons
Sickle +5 DEX 1d4+3 slashing
 light, (range 5)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mending +5 10 rounds Touch Instantaneous VSM
 Notes:his 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.
Dancing Lights +5 1 action 10 rounds VSM
 Notes: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.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +5 1 action Touch Instantaneous 1d8 VSM
 Notes:A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Faerie Fire +5 1 action 60 ft (20 ft. of cube) 10 rounds V
 Notes:Each object in a 20-foot cube within range is outlined in blue, green, or violet light (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.
Feather Fall +5 1 reaction 60 ft 10 rounds VM
 Notes:Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Silent Image +5 1 action 60 ft Concentration, Up to Ten Minutes VSM
 Notes:You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.
Bardic Inspiration +5 1 bonus action 60 ft Instantaneous 1d6
 Notes:+1d6 to the roll of creature within 60ft. Use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +5 1 action Touch Instantaneous 1d8 + VSM
 Notes:A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +5 1 action Touch Instantaneous 1d8 + VSM
 Notes:A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Level 4 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +5 1 action Touch Instantaneous 1d8 + VSM
 Notes:A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Level 5 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +5 1 action Touch Instantaneous 1d8 + VSM
 Notes:A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Level 6 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +5 1 action Touch Instantaneous 1d8 + VSM
 Notes:A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Level 7 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +5 1 action Touch Instantaneous 1d8 + VSM
 Notes:A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Level 8 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +5 1 action Touch Instantaneous 1d8 + VSM
 Notes:A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Level 9 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +5 1 action Touch Instantaneous 1d8 + VSM
 Notes:A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Pan flute
Mbira
Lyre
Diplomat's Pack
(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, and soap)
Sickle
Shortbow

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
- Darkvision

Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

- Trance

Does not sleep, meditates deeply. Same rest benefits as 8 hours.

- Fey Ancestry

You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

- Fey Step: Spring (2 uses)

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier. As a Sprin Eladrin, when you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.

Spellcasting
Common / Elvish, Deepspeech, Infernal

Languages & Proficiencies
I once heard there are places that never see Spring, and now I desire to bring it to them.

Personality Traits
Magic is life and should be seeded kindly or nurtured wherever one goes.

Ideals
I exalt Correllon and have an innate fondness for elves. I have an escalating fascination with aberrations and wish to befriend them. I enjoy the company of the Winter Eladrin. Those who love flowers, or who properly handle flame quickly earn my good graces. I did not get along well with the Summer Eladrin who lived nearby and the carelessness of their burning touch.

Bonds
Arcane Knowledge is my treasure and I easily become cross with those reluctant to share theirs.

Flaws
-Any pronoun or name is okay, not much they take offense to. Most humans they encounter tend to use she/her. They like "darling" and "blossom" best.
-Their given name means "glittering lake on a spring night." Their second name refers to where they were born.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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Character Sheet (2020)

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