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Gillie

1 Level (279/300 XP for level-up) Outlander Background Squirrel Race / Species / Heritage Lawful Good Alignment
Ranger
Level 1
Hit Dice: 1/1
1d10+2 Class 1

STR
14
+2
DEX
15
+2
CON
15
+2
INT
14
+2
WIS
15
+2
CHA
10
+0
17
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
3 / 3
Luck
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+4 Dexterity
+2 Constitution
+2 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+4 Acrobatics DEX
+2 Animal Handling WIS
+2 Arcana INT
+4 Athletics STR
+0 Deception CHA
+2 History INT
+4 Insight WIS
+0 Intimidation CHA
+2 Investigation INT
skills
+2 Medicine WIS
+2 Nature INT
+4 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+4 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortsword +4 DEX 1d6+2 piercing
 2 Shortswords, finesse, light
Shortbow +4 DEX 1d6+2 piercing
 Ammunition (20), Range (80/320), Two-Handed
Attacks
Wanderer - You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Favored Enemy - You have significant experience studying, tracking, hunting, and even talking to plant type monsters.
You have advantage on Wisdom (Survival) checks to track plant type monsters, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by plant type monsters, if they speak one at all.

Lucky - You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.

Natural Explorerer - You are particularly familiar with forests and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:

Difficult terrain doesn't slow your group's travel.
Your group can't become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Features & Traits
A staff made of a twig
a block and tackle set (a pulley made for hoisting)
A fragment of a beautiful song, written as musical notes on two pieces of parchment.
33 rations
leather armor
a backpack
a bedroll
a mess kit
a tinderbox
10 torches
a waterskin

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Can speak Common Beast and Squirrel.
Proficient with light armor, medium armor, shields, simple weapons, martial weapons, and a flute.

Languages & Proficiencies
She is talkative.
She is driven by a wanderlust that led her away from home.

Personality Traits
She will never take a life if given the choice.
If she dishonors herself, she dishonors her people.

Ideals
Her people are the most important thing in her life, even if they are far away.

Bonds
She has low self confidence.

Flaws


™ & © 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.

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