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Aloe Prickollo
Level 2 (0/900 XP for level-up)
Background Outlander
Size Medium
Species Cactari (Chollaspring)
Bender
Level 2
Hit dice 2/2
1d8+3

STR 15
+2
STR save: +4
DEX 16
+3
DEX save: +3
CON 16
+3
CON save: +5
INT 12
+1
INT save: +1
WIS 16
+3
WIS save: +3
CHA 9
-1
CHA save: -1

Initiative (DEX)
+3
Speed
30 ft.
Passive Perception
13
Heroic Inspiration
Armor Class (AC)
14
Leather Armor
Hit Points
19 / 19
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+5
Ability
WIS
Abi Mod
+3
Save DC
13
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Melee Elemental Strike +5 WIS 1d6 cold
  Properties: Reach Topple
Ranged Elemental Strike +5 WIS 1d4 cold
  Properties: range 60ft Vex
Spiked cestus +4 STR 1d6+2 bludgeoning
  Properties: Adaptable (piercing), Attached, Pugilist Push
Shuriken (10) +5 DEX 1d4+3 piercing
  Properties: Finesse, Light, Thrown (range 20/60) Sap
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Leather Armor 14
Skills
P/E Bonus Skill Abi
+5 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+4 Athletics STR
-1 Deception CHA
+1 History INT
+5 Insight WIS
-1 Intimidation CHA
+1 Investigation INT
+3 Medicine WIS
+3 Nature INT
+3 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+5 Survival WIS

+4 Expertise Bonus
+2 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Blood Bolt
+5
Action 90 feet Instantaneous 1d6 V, S
 Notes:   You hurl a twisting bolt of blood at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 Necrotic damage, and you gain a number of Temporary Hit Points equal to your Proficiency Bonus.
Drizzle
+5
Action 20 feet Concentration V, S
 Notes:   You conjure up a very light rain, enough to dampen the ground in a 20-foot square but not enough to drink or to put out a fire of any size larger than a candle or match. If sustained for 1 minute, the ground is wet to the touch, and if sustained for 10 minutes, the affected area is slightly muddy or slippery, though not enough to impede movement. In freezing weather, this may generate a coating of thin ice.

Level 1 Spells
2 slots

NAME AB CAST RNG DUR DMG CMP #
Create or Destroy Water
+5
Action 30 feet Instantaneous V, S, M (a mix of water and sand)
 Notes:   Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.
Frost Fingers
+5
Action Self (15-foot cone) Instantaneous 2d8 V, S
 Notes:   Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one. The cold freezes nonmagical liquids in the area that aren't being worn or carried.
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0
Treasure and Equipment
A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, Spiked cestus, Shurikens (10), Explorers Pack (Backpack, Bedroll, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin), Leather Armor
Proficiencies, Languages, and Talents
Weapon Training: Simple weapons, chakrams, nunchaku,
shortswords, shuriken, starknives, twinblades
Armor Training: Light Armor
Tool Proficiencies: Cook's utensils, Kalimba
Languages: Common, Elvish
Features & Traits

Background


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.

Species


Photoabsorption. As a reaction when you take radiant damage, you can halve the amount of radiant damage you take and gain temporary hit points equal to the amount of damage you reduced, up to a maximum equal to your Constitution modifier plus your proficiency bonus (minimum 2 temporary hit points).
Photosynthetic. If you spend 6 hours in direct sunlight, or 12 hours in indirect sunlight, you do not need to eat to sustain yourself for that day.
Sand Sipper. Your body needs much less water than average. You only need to consume one quarter the normal amount of water.
Sharpened Spines. Your skin is covered in long, needle-like spines. Whenever you end your turn grap- pling or grappled by a creature, make a Constitution check with a DC equal to the creature’s AC. You add your proficiency bonus to this check.. On a success, the creature takes a number of d4s of piercing damage equal to your proficiency bonus.
Jumping Cactus. When a creature within 10 feet of you hits you with a melee attack, you can use your reaction to release a barbed stem that sticks to the creature. The creature immediately takes 1d4 piercing damage and, each time it takes bludgeoning damage while it has the stem attached, it takes an additional 1d4 piercing damage per attached stem. You can use this reaction a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
If a creature with attached stems takes fire damage, all stems fall off. A creature can remove one stem from itself or another creature within reach by using its action to make a successful Wisdom (Medicine) check. The DC for the check equals 8 plus your proficiency bonus plus your Constitution modifier.

Class


Elemental Strikes. You have learnt to unite magic with movement, giving you a unique and deadly combat style. When you take the Attack action, you can make melee or ranged spell attacks called elemental strikes as one or more of your attacks. The strike deals damage of a type with which you have affinity (your choice when you make the attack).
  • Melee. A melee elemental strike is an unarmed strike that has a reach of 10 feet and deals damage equal to 1d6 plus your bender spellcasting ability modifier on a hit.

  • Ranged. A ranged elemental strike has a range of 60 feet and deals damage equal to 1d4 plus your bender spellcasting ability modifier on a hit.

This damage does not increase with level. However, any magic items that confer a bonus to the attack and damage rolls of your unarmed strikes confer the same bonus to your elemental strikes.
Elemental Combo. Your strikes manifest elemental energy, which you can unleash at the peak of your combination. On your turn, after you make a weapon attack or elemental strike, or after you cast a levelled spell from your bender spell list, you can release a jet of elemental energy as a bonus action. Make a melee spell attack against a creature within 10 feet of you or a ranged spell attack against a creature within 60 feet of you. On a hit, it deals 1d4 damage of a type with which you have affinity. If the target of this attack is within 10 feet of you, you can add your spellcasting ability modifier to the damage.
Feats

Alert


  • You can't be surprised while you are conscious.

  • You gain a +5 bonus to initiative.

  • Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.


™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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