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Melangell

6 Level (0/23000 XP for level-up) science researcher Background harengon Race / Species / Heritage Alignment
ranger (beast master)
Level 5
Hit Dice: 5/5
1d10+1 Class 1
Paladin
Level 1
Hit Dice: 1/1
1d8+1 Class 2

STR
16
+3
DEX
16
+3
CON
12
+1
INT
14
+2
WIS
13
+1
CHA
4
-3
45
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
3 / 3
luck
+6 Expertise Bonus
+3 Proficiency Bonus
+6 Strength
+6 Dexterity
+1 Constitution
+2 Intelligence
+1 Wisdom
-3 Charisma
saving throws
+3 Acrobatics DEX
+4 Animal Handling WIS
+5 Arcana INT
+3 Athletics STR
-3 Deception CHA
+2 History INT
+1 Insight WIS
-3 Intimidation CHA
+8 Investigation INT
+4 healers kit WIS
+6 herbalism kit STR
skills
+4 Medicine WIS
+5 Nature INT
+4 Perception WIS
-3 Performance CHA
-3 Persuasion CHA
+2 Religion INT
+3 Sleight of Hand DEX
+6 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
hand axe +7 STR 1d8+3 slashing
hand axe thrown +8 STR 1d8+3 slashing
dagger +7 STR 1d4+3 piering
 20/60 1d4 acid
dagger thrown +8 DEX 1d4+3 piercing
 20/60 1d4 acid
long bow +10 STR 1d8+2+3 piercing
 60/120 ft 1d6+2
unarmed +3 STR 1d4+3
Attacks
You are Medium
Extra attack: you can attack twice, instead of once, whenever you take the Attack action on your turn.

Lucky: 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.

Lucky Footwork. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the result, potentially turning the failure into a success.

Rabbit Hop. Once during each of your turns when you walk at least 5 feet, you can hop, rolling a d12 and moving that many feet in a direction of your choice. This extra distance doesn’t cost movement, but you can hop only if your speed isn’t 0.

Favoured Enemy: you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Beasts. You have advantage on Wisdom (Survival) checks to track your favoured enemies, as well as on Intelligence checks to recall information about them.

Natural Explorer: favoured terrain, grasslands. 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.

Primeval Awareness: You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are grasslands): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.

Ranger's Companion: Prince Squiggle

Linguist: You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC 15), or they use magic to decipher it.

Healer: When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point. As an action. you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.

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

You can cast Detect Poison and Disease WITHOUT a spell slot once per long rest.

Divine Sense: The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands: Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.

+1 soup

Features & Traits
scale mail
a hand axe
a dagger
an explorer's pack
a longbow and a quiver of 20 arrows,
healers kit.
Hamper of Preservation
Book of research notes
Bottle of ink
Flask of oil
Bottle of acid,
3 glass vials.
pot of jellyfish stings
jar of sea weed.
Common clothes
Soup vine clippings - Remove itchy, stop sneezing. Possible anti histamine. Questionable source. Claims positions all work.
Potatoes, beans, carrots, radishes?
caraway, basil, lavender, sage-ish, 2 others unfamiliar
Pink Lavender plant - good for bundles can be replanted.
2 clumps of west side moss
key to Umhalor's temple room
Tarot root
Moon pool water x2 vials
2 Minotaur myth books. Dream magic. Alternate planes. Snakes & demons. Ornate monster book.
More minotaur books and one very dense book on the laws of the Fey Realm.
Magic paper to talk to absinthe. Asenthee. 25 words
iv, thistle, nettle and nettle like plant clippings

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: Common, Elvish, Sylvan, Druidic, Orc, Dwarfish and Draconic.
Proficiencies: Healers kit

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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Level 1 Spells

PHB, page 251

Hunter's Mark

1-level Divination

Casting Time 1 Bonus Action
Range 90 ft
Duration Concentration, 1 Hour
Components V

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Class(es): Ranger

Playeres hand book

Speak with animals

1-level Divination (ritual)

Casting Time 1 action
Range Self
Duration 10 minutes
Components Verbal and Semantic
Materials N/A

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM’s discretion.

Class(es): Bard, Druid, Ranger

D&D 5e PHB Page 230

Cure Wounds

1-level Evocation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Class(es): Bard, Cleric, Druid, Paladin, Ranger

UA

Wild Cunning

1-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects:
  • If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again.
  • If there is edible forage within range, you know it and where to find it.
  • If there is clean drinking water within range, you know it and where to find it.
  • If there is suitable shelter for you and your companions within range, you know it and where to find it.
  • Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption.
  • Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.
Available for: Druid, Ranger

SRD

Hail of Thorns

1-level Conjuration

Casting Time: 1 bonus action
Range/Area: self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
Available for: Ranger

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