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Sylotar'Taloh'tia (Chroma) Chromatongue

6 Level (0/23000 XP for level-up) Merchant Background Dragonborn (Tiamat's blessing) Race / Species / Heritage Lawful Evil Alignment
Ranger
Level 6
Hit Dice: 6/6
1d10+2 Class 1

STR
9
-1
DEX
18
+4
CON
14
+2
INT
10
+0
WIS
16
+3
CHA
8
-1
72
Hit Points
+4
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
35
Speed (walk/run/fly)
16
Passive Perception
Spellcasting ...
+6 Attack mod
WIS Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+7 Dexterity
+2 Constitution
+0 Intelligence
+3 Wisdom
-1 Charisma
saving throws
+7 Acrobatics DEX
+6 Animal Handling WIS
+0 Arcana INT
-1 Athletics STR
-1 Deception CHA
+0 History INT
+3 Insight WIS
-1 Intimidation CHA
+0 Investigation INT
skills
+3 Medicine WIS
+0 Nature INT
+6 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+0 Religion INT
+4 Sleight of Hand DEX
+10 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Favored Foe (Optional)
This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Deft Explorer (Optional)
This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.

You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.

Canny (1st Level)
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.
You can also speak, read, and write 2 additional languages of your choice.
Roving (6th Level)
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
Tireless (10th Level)
As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

Primal Awareness (Optional)
This 3rd-level feature replaces the Primeval Awareness feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.

You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.

3rd, Speak with animals, 4th,Beast sense

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

You always have the Hunter’s Mark Spell prepared and you do not have to concentrate on the spell once you cast it. It lasts for it’s full duration, until you end it with a bonus action, or if you are incapacitated.



Features & Traits
leather armor
two shortswords
an explorer's pack
A longbow and a quiver of 20 arrows

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Cantrip:
Thaumaturgy

1st level:
Cure wounds
Zephr strike
Hunters Mark
Ensnaring strike
Speak with animals

2nd level
Spike Growth
Beast sense
Spellcasting
Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Draconic Resistance. You have resistance to the damage type associated with your Chromatic Ancestry.
Chromatic Warding. Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can’t do so again until you finish a long rest.

Tiamat's Blessing (Replaces "Chromatic Ancestry"). You have been blessed by Tiamat, granting you a special chromatic affinity. At the end of a long rest roll a 1d7, gaining a chromatic type from the Chromatic Ancestry table below. This determines the damage type for your other traits, as shown in the table.
• 1|Quartz: Cold
• 2|Pearl Force
• 3|Onyx: Acid
• 4|Ruby: Fire
• 5|Sapphire: Lightning
• 6|Emerald: Poison
• 7|Chromatic: You choose between the 6 other types.
(Use the rest of the chromatic dragonborn racial features)

Draconic, Common Abyssal Giant and Dwarfish

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Jewelers kit

Languages & Proficiencies
Draconic Gift
At 3rd level, the bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence.
You gain the following benefits:
Thaumaturgy. You learn the Thaumaturgy cantrip, which is a ranger spell for you.
Tongue of Dragons. You learn to speak, read, and write Abyssal

Drake Companion
At 3rd level, as an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.

The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.

In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.

The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.

Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.

Drake Companion
Small dragon
Armor Class: 14 + PB (natural armor)
Hit Points: 5 + five times your ranger level (the drake has a number of hit dice [d10s] equal to your ranger level)
Speed: 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 8 (−1) 14 (+2) 8 (−1)
Saving Throws: Dex +1 plus PB, Wis +2 plus PB
Damage Immunities: determined by the drake’s Draconic Essence trait
Senses: darkvision 60 ft., passive Perception 12
Languages: Draconic
Challenge: Proficiency Bonus (PB) equals your bonus
Draconic Essence. When you summon the drake, choose a damage type:lightning. The chosen type determines the drake’s damage immunity and the damage of its Infused Strikes trait.
Actions
Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.
Reactions
Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence.


Novice Marksman
Level 3 Feature
You gain proficiency in Shortbows, Longbows, and Hand Crossbows if you were not already. Additionally you do not have disadvantage on attacks against creatures within 5 ft. or on long range attacks against a creature.

Interceptive Shot
Level 6 Feature
When you see a creature within 30 feet of you being targeted by a ranged attack, you may use your reaction to attempt to intercept the shot. Make an opposed attack roll against the attack, should your attack roll be higher you may knock the projectile off course. You can do this a number of times equal to your proficiency bonus, gaining all expended uses back on a long rest.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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