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CYRIELLE

1 Level (0/300 XP for level-up) Toujours avec son chat. Cyrielle est sur la route de Baldur à Eauprofonde et est porteuse d’une missive pour Eveniel, qu’elle doit protéger. Elle a l’impression d’être suivie depuis plusieurs jours par des gens qui veulent lui voler. Background Human Race / Species / Heritage Alignment
Fighter
Level 1
Hit Dice: 1/1
1d20+2 Class 1

STR
15
+2
DEX
12
+1
CON
14
+2
INT
10
+0
WIS
7
-2
CHA
12
+1
0
Hit Points
+2
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
9
Speed (walk/run/fly)
8
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+1 Dexterity
+4 Constitution
+0 Intelligence
-2 Wisdom
+1 Charisma
saving throws
+6 Acrobatics DEX
-2 Animal Handling WIS
+0 Arcana INT
+2 Athletics STR
+1 Deception CHA
+0 History INT
-2 Insight WIS
+1 Intimidation CHA
+0 Investigation INT
+2 Dressage CHA
+4 Escamotage DEX
skills
-2 Medicine WIS
+0 Nature INT
-2 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+6 Stealth DEX
-2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Arc Long +8 DEX 1d8+1+1 Perforant
 Distance : +5 (1d8+1 perforant ; munitions (portée 45 m/180 m), lourde, à deux mains)
Hachette +6 STR 1d6+2+2 Tranchant
 Corps à corps : +4 (1d6+2 tranchant ; légère, lancer (portée 6 m/18 m))
épée longue +6 STR 1d8+2+2 Tranchant
 Corps à corps : +4 (1d8+2 tranchant ; polyvalente (1d10))
Attacks
Second souffle (1d10+1 pv/repos)
Style de combat (archerie)
Empoisonneur
Secrets de la ville (trouver un passage dans un labyrinthe urbain et se déplacer en ville 2 fois plus rapidement)

Features & Traits
Épée longue, pique, hachette (2), arc long, armure de cuir, bouclier, kit d'empoisonneur, kit d'herboriste, 20 flèches, sac à dos, sac de couchage, gamelle, boite d'allume-feu, torche (10), rations/1 jour (10), gourde, corde en chanvre de 15 m, vêtements communs, petit couteau, carte d'une ville, souris, souvenir des parents, bourse
Poids de l'équipement 55.5 kg - Coût 176.5 po

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Traits de personnalité Je cache des restes de nourriture et des babioles dans mes poches.



Personality Traits
Idéaux Respect. Tout le monde, pauvre ou riche, mérite d'être respecté (Bon).

Ideals
Liens Je finance un orphelinat pour éviter que d'autres subissent la même chose que moi.

Bonds
Défauts L'or me paraît être une énorme quantité d'argent, et je ferai n'importe quoi pour en obtenir toujours plus.

Flaws
Historique Enfant des rues

Notes


™ & © 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

Longbow

Weapon

Common

Ammunition, Heavy, Two-Handed

Ammunition
You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Heavy
Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

Range
A weapon that can be used to make a ranged attack has a range shown in parentheses 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.

Two-Handed
This weapon requires two hands to use.

Type Damage Damage Range
Martial Ranged 1d8 Piercing 150/600 ft

Cost: 50gp
Weight: 2 lb

Longsword

Weapon

Varies

One-Handed, Versatile (d8/d10)

A multipurpose cutting and thrusting weapon, with a wide guard for dueling, heavy pommel for balance, guard hooks for trapping, and a fine, rapier point. Generally, the blade is between 3ft-4ft, with a 10"-12" handle. Favored by spellblades for its ease of use in one hand or two, masters learn to become more accurate with the point, and with increased pommel weight of this weapon, learn devastating blows and critical strikes.

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


Hacha de mano

Weapon

Common

Arrojadiza, Ligera

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

Cost: 1 po
Weight: 2 lb

The statblocks of your class features

Commoner (Warrior)

A Warrior grows in martial prowess as it fights by your side. It might be a soldier, a town guard, a battle-trained beast, or any other creature honed for combat, and survival.
hit dice: 1d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 + your Constitution modifier
armor proficiencies: Light armour, medium armour, shields
weapon proficiencies: All simple weapons, all martial weapons
tools: Choose One: Brewer's Supplies, Cook's Utensils, Mason's Tools, Smith's Tool, Vehicles (land, water), Woodcarver's Tools
saving throws: The warrior gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution
skills: The warrior gains proficiency in one skills of your choice from the following list: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.
starting equipment:
spellcasting:
class features:

Bonus Proficiencies

1st-level Warrior feature

The warrior gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution.   In addition, the warrior gains proficiency in one skills of your choice from the following list: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.   The warrior gains proficiency with light and medium armour, and if it is a humanoid it gains proficiency with shields and all simple and martial weapons.

Martial Role

1st-level Warrior feature

Each warrior focuses on offense or defense in their training. Choose one of the following options:   Attacker. The sidekick gains a +2 bonus to all attack rolls.   Defender. The warrior can use its reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior, provided the warrior can see the attacker.

Second Wind

2nd-level Warrior feature

The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again.

Improved Critical

3rd-level Warrior feature

The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.

Ability Score Improvement

4th-level Warrior feature

The warrior increases one ability score of your choice by 2, or the warrior increases two ability scores of your choice by 1. The warrior can’t increase an ability score above 20 using this feature.

subclass options:
LevelProf BonusAbilities
1+1Bonus Proficiencies, Martial Role
2+1Second Wind (1 use)
3+1Improved Critical
4+1Ability Score Improvement
5+2Free Multiclass

Commoner (Warrior)

A Warrior grows in martial prowess as it fights by your side. It might be a soldier, a town guard, a battle-trained beast, or any other creature honed for combat, and survival.
hit dice: 1d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 + your Constitution modifier
armor proficiencies: Light armour, medium armour, shields
weapon proficiencies: All simple weapons, all martial weapons
tools: Choose One: Brewer's Supplies, Cook's Utensils, Mason's Tools, Smith's Tool, Vehicles (land, water), Woodcarver's Tools
saving throws: The warrior gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution
skills: The warrior gains proficiency in one skills of your choice from the following list: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.
starting equipment:
spellcasting:
class features:

Bonus Proficiencies

1st-level Warrior feature

The warrior gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution.   In addition, the warrior gains proficiency in one skills of your choice from the following list: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.   The warrior gains proficiency with light and medium armour, and if it is a humanoid it gains proficiency with shields and all simple and martial weapons.

Martial Role

1st-level Warrior feature

Each warrior focuses on offense or defense in their training. Choose one of the following options:   Attacker. The sidekick gains a +2 bonus to all attack rolls.   Defender. The warrior can use its reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the warrior, provided the warrior can see the attacker.

Second Wind

2nd-level Warrior feature

The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again.

Improved Critical

3rd-level Warrior feature

The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.

Ability Score Improvement

4th-level Warrior feature

The warrior increases one ability score of your choice by 2, or the warrior increases two ability scores of your choice by 1. The warrior can’t increase an ability score above 20 using this feature.

subclass options:
LevelProf BonusAbilities
1+1Bonus Proficiencies, Martial Role
2+1Second Wind (1 use)
3+1Improved Critical
4+1Ability Score Improvement
5+2Free Multiclass

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Cat CR: 0 (10 XP)

Tiny beast, any chaotic
Armor Class: 12
Hit Points: 2 (1d4)
Speed: 40 ft , climb: 30 ft

STR

3 -4

DEX

15 +2

CON

10 +0

INT

3 -4

WIS

12 +1

CHA

7 -2

Skills: Perception +3 Stealth +4
Senses: passive perception 13
Challenge Rating: 0 (10 XP)

Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Claws. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit: 1 slashing damage.

Statblocks for your spells.

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


Created by

momoparadize.

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