Fast Character
Arlock the Elder
CLASS & LEVEL
Bard 4 (College of Lore)
EXPERIENCE POINTS
2,835
PLAYER NAME
RACE
Hill Dwarf
BACKGROUND
Entertainer
CAMPAIGN or PLAYER ID
SAVING THROWS
SKILLS
PASSIVE WISDOM
(PERCEPTION)
PROFICIENCIES & LANGUAGES
STR
-1
8
DEX
+2
14
CON
+2
15
INT
+1
12
WIS
+0
11
CHA
+3
17
+2
PROFICIENCY
BONUS
-1 Strength Saves 
+4 Dexterity Saves *
+2 Constitution Saves 
+1 Intelligence Saves 
+0 Wisdom Saves 
+5 Charisma Saves *
* Prof. bonus added
+4  Acrobatics (Dex) *
+1  Animal Handling (Wis)
+3  Arcana (Int) *
+0  Athletics (Str)
+4  Deception (Cha)
+2  History (Int)
+2  Insight (Wis) *
+4  Intimidation (Cha)
+2  Investigation (Int)
+1  Medicine (Wis)
+2  Nature (Int)
+2  Perception (Wis) *
+7  Performance (Cha) **
+5  Persuasion (Cha) *
+2  Religion (Int)
+4  Sleight of Hand (Dex) *
+6  Stealth (Dex) **
+1  Survival (Wis)

* Prof. bonus added
12

Armor: light armor

Weapons: simple weapons, battleaxe, handaxe, hand crossbow, longsword, rapier, shortsword, throwing hammer, warhammer

Tools: disguise kit, any one musical instrument, flute, lute, lyre (musical instruments), mason's tools

Saving Throws: Dexterity, Charisma

Skills: Acrobatics, Arcana, Insight, Perception, Performance, Persuasion, Sleight of Hand, Stealth

Languages: Common, Dwarvish

ARMOR
CLASS
(AC)
13
Armor Worn: Leather armor
INITIATIVE
+2
SPEED
25 ft.
HIT POINTS
35
HIT DICE
4d8
DEATH SAVES:   Success  O O O   Fail  O O O
WEAPON & UNARMED ATTACKS

Basic Attack. One target per Attack action.

Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 1d8+2 piercing damage.

Shortsword (offhand, two-weapon fighting). Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 1d6 piercing damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. 1d4+2 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)

MAGIC & SPECIAL ATTACKS

Vicious Mockery Cantrip. Ranged Spell Attack: Target within 60 feet that can hear you must make a DC 13 Wisdom saving throw or take 1d4 psychic damage and have disadvantage on next attack made before the end of its next turn. (No damage if made save.)

EQUIPMENT & TREASURE
Carried Gear: leather armor (AC 11), rapier, shortsword, dagger, entertainer's pack (includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit), belt pouch, set of common clothes, set of costume clothes, a musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket)

Lifting and Carrying: 120 lbs. max. carrying capacity; 240 lbs. pushing or dragging (speed -5 ft.); 240 lbs. max. lift.

Coins & Gems: 15 gold pieces (gp); 53 silver pieces (sp); 27 copper pieces (cp); 8 gems (worth 10 gp each)
FEATURES, TRAITS & MORE

Alignment: Chaotic Good. I follow my conscience regardless of others' expectations. Freedom and compassion matter more than rules.


Hill Dwarf Traits [PHB p. 20]

• Age: 92-years-old

• Medium Size (4' 0", 139 lbs.)

• Speed not reduced by heavy armor

• Darkvision (60 feet)

• Dwarven Resilience (versus poison)

• Dwarven Combat Training (var. weapons)

• Tool Proficiency (mason's tools)

• Dwarven Toughness (extra hit points)

• Stonecunning (stonework lore)


Class Features [PHB p. 41]

• Ritual Casting

• Bardic Inspiration (d6) (3 uses per day)

• Jack of All Trades (non-prof. bonus)

• Song of Rest (+1d6 hp/rest)

• Expertise (prof. noted with **)


Spellcasting [PHB p. 201]

Spell Attack Modifier +5
Spell Save DC 13

Cantrips Known: Blade Ward, Prestidigitation, Vicious Mockery


Prepared Spells

1st Level (4 slots): Charm Person, Detect Magic, Faerie Fire

2nd Level (3 slots): Enhance Ability, Hold Person, Phantasmal Force


Background Features [PHB p. 130]

• By Popular Demand