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Vanros Loken

5 Level (0/14000 XP for level-up) Marcher Lord Background Half-Elf Race / Species / Heritage Lawful Neutral Alignment
Psi Warrior
Level 5
Hit Dice: 5/5
1d10+2 Class 1

STR
15
+2
DEX
11
+0
CON
14
+2
INT
14
+2
WIS
13
+1
CHA
11
+0
59
Hit Points
+0
Initiative (DEX)
20
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
1 / 1
Second Wind
4 / 6
Psionic Energy Dice
1 / 1
Action Surge
+6 Expertise Bonus
+3 Proficiency Bonus
+5 Strength
+0 Dexterity
+5 Constitution
+2 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+0 Acrobatics DEX
+4 Animal Handling WIS
+2 Arcana INT
+5 Athletics STR
+0 Deception CHA
+5 History INT
+4 Insight WIS
+0 Intimidation CHA
+2 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+4 Perception WIS
+0 Performance CHA
+3 Persuasion CHA
+2 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longsword +5 STR 1d8+2 slashing
Lance +5 STR 1d12+2 piercing
Handaxe x2 +5 STR 1d6+2 slashing
 range 20/60
Attacks
Darkvision

Extra Attack (x1)

Fey Ancestry (You have advantage on saving throws against being charmed, and magic can’t put you to sleep.)

Position of Privilege (People treat you like a fancy lad)

Protection Fighting Style (Use reaction to impose disadvantage on an attack within 5 feet not targeting you)

Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.

Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.

Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

Features & Traits
Set of Cards
Set of Fine Clothing
Signet Ring
Scroll of Pedigree
Backpack
Bedroll
Mess kit
Tinderbox
10 Torches
Waterskin
50 ft of Rope
Potion of Healing x1

Equipment Copper: 100, Silver: 0, Electrum: 0, Gold: 58, Platinum: 0 Money
Common
Elvish
Dwarvish
Simple/Martial Weapons
All Armors
Shields
Playing Cards

Languages & Proficiencies


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

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e PHB

Longsword

Weapon

Common

Versatile

Versatile
This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack.

Type Damage Damage Range
Martial Melee 1d8 / 1d10 Slashing 5 ft

Cost: 15gp
Weight: 3 lb

DnD 5e PHB

Lance

Adventuring Gear

Common

Reach, Special

Reach
This weapon adds 5 ft to your reach when you attack with it.

Special (Lance)
You have disadvantage when you use a lance to attack a target within 5 ft of you. Also, a lance requires two hands to wield when you aren't mounted.

Type Damage Damage Range
Martial Melee 1d12 Piercing 10 ft

Cost: 10gp
Weight: 6 lb

DnD 5e PHB

Handaxe

Weapon

Common

Light, thrown

Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Range
A weapon that can be used to make a ranged attack has a range shown in parenthesis after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.

Type Damage Damage Range
Simple Melee 1d6 Slashing 20/60 ft

Cost: 5gp
Weight: 2 lb

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Riding Horse CR: 1/4 (50 XP)

Large beast, unaligned
Armor Class: 10
Hit Points: 4-13-22 (2d10 + 2)
Speed: 60 ft

STR

16 +3

DEX

10 +0

CON

12 +1

INT

2 -4

WIS

11 +0

CHA

7 -2

Senses: Passive Perception 10
Challenge Rating: 1/4 (50 XP)

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 5-8-11 2d4+3 bludgeoning damage.

Statblocks for race/species of the character.

PHB

Half-Elf

Flint squinted into the setting sun. He thought he saw the figure of a man striding up the path. Standing, Flint drew back into the shadow of a tall pine to see better. The man’s walk was marked by an easy grace—an elvish grace, Flint would have said; yet the man’s body had the thickness and tight muscles of a human, while the facial hair was definitely humankind’s. All the dwarf could see of the man’s face beneath a green hood was tan skin and a brownish-red beard. A longbow was slung over one shoulder and a sword hung at his left side. He was dressed in soft leather, carefully tooled in the intricate designs the elves loved. But no elf in the world of Krynn could grow a beard . . . no elf, but . . .   “Tanis?” said Flint hesitantly as the man neared.   “The same.” The newcomer’s bearded face split in a wide grin. He held open his arms and, before the dwarf could stop him, engulfed Flint in a hug that lifted him off the ground. The dwarf clasped his old friend close for a brief instant, then, remembering his dignity, squirmed and freed himself from the half-elf’s embrace.   — Margaret Weis and Tracy Hickman, Dragons of Autumn Twilight   Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.  

Of Two Worlds

To humans, half-elves look like elves, and to elves, they look human. In height, they’re on par with both parents, though they’re neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.

 

Diplomats or Wanderers

Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.

In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some half-elves prefer to avoid company altogether, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.

 

Half-Elf Names

Half-elves use either human or elven naming conventions. As if to emphasize that they don’t really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names.

 

EXCELLENT AMBASSADORS

Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent ambassadors and go-betweens (except between elves and humans, since each side suspects the half-elf of favoring the other).

 

Half-Elf Variants

Some half-elves in Faerûn have a racial trait in place of the Skill Versatility trait. If your DM allows it, your half-elf character can forgo Skill Versatility and instead take the elf trait Keen Senses or a trait based on your elf parentage.

ability score increase: +2 CHA, +1 in two other ability scores
age: Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.
alignment: Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.
Size: Medium
speed: 30ft
Languages: You can speak, read, and write Common, Elvish, and one extra language of your choice.
race features:

Darkvision

Thanks to your elf blood, 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.

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Skill Versatility

You gain proficiency in two skills of your choice.


or

Keen Senses

You have proficiency in the Perception skill.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


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