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Xanaphilanna "Xana" Ouesealas

5 Level (0/14000 XP for level-up) Soldier - Scout Background Half-Elf Race / Species / Heritage Chaotic Neutral Alignment
Barbarian
Level 5
Hit Dice: 5/5
1d12+3 Class 1

STR
19
+4
DEX
15
+2
CON
16
+3
INT
12
+1
WIS
14
+2
CHA
15
+2
59
Hit Points
+2
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
40
Speed (walk/run/fly)
15
Passive Perception
3 / 3
Rage
+6 Expertise Bonus
+3 Proficiency Bonus
+7 Strength
+2 Dexterity
+6 Constitution
+1 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+2 Acrobatics DEX
+5 Animal Handling WIS
+1 Arcana INT
+7 Athletics STR
+2 Deception CHA
+1 History INT
+2 Insight WIS
+5 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+4 Nature INT
+5 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+5 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Javelin +7 STR 1d6+4 Piercing
 thrown (30/120 ft.)
Handaxe +7 STR 1d6+4 Slashing
 light, thrown (20/60 ft.)
Greataxe +7 STR 1d12+4 Slashing
 heavy, two-handed
Maul - Weight of Death +7 STR 2d8+4 Bludgeoning
 heavy, two-handed
Attacks
Mounted Combatant
Source: Player's Handbook

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.

  • You can force an attack targeted at your mount to target you instead.

  • If your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.


Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.

  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.

  • You have resistance to bludgeoning, piercing, and slashing damage.



  • If you are able to cast spells, you can't cast them or concentrate on them while raging.

    Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

    Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
    Unarmored Defense

    While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

    Danger Sense
    At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

    Reckless Attack
    Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

    Primal Path
    At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

    Primal Knowledge TCE p24[–]
    3rd-level barbarian optional feature

    When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.

    Ability Score Improvement
    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

    Extra Attack
    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Fast Movement
    Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

    Features & Traits
    An insignia of rank,
    a trophy taken from a fallen enemy (a shattered sword),
    a bone dice set
    a set of common clothes,
    a belt pouch,
    a backpack
    a bedroll
    a mess kit
    a tinderbox
    10 torches
    10 days of rations
    a waterskin
    50 feet of hempen rope

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
    Armour: Light armor, medium armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: Bone-dice gaming set, vehicles (land)

    Languages.
    You can speak, read, and write Common, Elvish, and Goblin

    Languages & Proficiencies

    • I can stare down a hell hound without flinching.

    • I enjoy being strong and like breaking things.

    • I have a crude sense of humor.

    • I face problems head-on. A simple, direct solution is the best path to success.



    Personality Traits
    In life as in war, the stronger force wins. Ideals aren't worth killing over or going to war for, fighting for my people is all that matters.

    Ideals
    I would still lay down my life for many of the people I served with.
    I will never leave a friend behind, those who fight beside me are those worth dying for.

    Bonds

    • My hatred of my enemies is blinding and unreasoning.

    • I have little respect for anyone who is not a proven warrior.



    Flaws
    Weight of Death
    Maul - Soulchain Attunement - 20lbs

    The handle of this weapon is etched with the saying 'Courage is never forgotten'. The head of it is cracked and damaged, yet when running your hand over it, it feels as though the damage isn't there. While holding onto this weapon, you feel as though the dead of those you care about somehow add more heft to it than it should, but that could just be your own imagination, or them showing they still watch over you in death

    Strength of your Own - While you are raging and are not benefitting from spells or items that would increase your AC, your weapon goes up a damage die. (2d6 -> 2d8)

    Their Final Moments - When you are to critically hit an enemy while raging, you can choose to make them roll a WIS saving throw, DC 14, or be frightened of you until the end of their next turn.

    The Dead Give Strength - When you hit a creature and activate the ability Ancestral Protectors, you may choose to instead grant everyone (excluding yourself) resistance to damage from the next attack (Whether that is an attack roll or saving throw) they would take before the start of your next turn. You may do this an amount of times equal to your WIS mod per rage.

    Pressing Onwards - While you are mounted, you may command your mount to charge forward. You can use your bonus action to dash and gain advantage on the next attack roll if you move at least 20 ft towards the creature. You can do this an amount of times equal to your CON modifier per long rest.

    Guiding Another's Hand - If a creature were to miss you with a melee attack while you are mounted, you may use your reaction to make them attack another target that is within their melee attack range.

    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

    Greataxe

    Weapon

    Common

    Heavy, Two-Handed

    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.

    Two-Handed
    This weapon requires two hands to use.

    Type Damage Damage Range
    Martial Melee 1d12 Slashing 5 ft

    Cost: 30gp
    Weight: 7 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

    DnD 5e PHB

    Javelin

    Weapon

    Common

    Thrown

    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 Piercing 30/120 ft

    Cost: 5sp
    Weight: 2 lb

    The statblocks of your class features

    Barbarian: Path of the Ancestral Guardian


    Hit Points

    Hit Dice: d12 per Barbarian: Path of the Ancestral Guardian level
    Hit Points at first Level: 12 + Con Mod
    Hit Points at Higher Levels: 1d12 + Con Mod

    Proficiences

    Armor: Light armor, medium armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: None
    Saving Throws: Str, Con
    Skills: Choose two: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

    Overview & Creation

    A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd.   A half-orc snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.   Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armored elbow into the gut of another.   These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.   For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.


    Class Features

    Rage

    In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armour:
    • You have advantage on Strength checks and Strength saving throws.
    • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
    • You have resistance to bludgeoning, piercing, and slashing damage.
      If you are able to cast spells, you can’t cast them or concentrate on them while raging.   Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.   Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.  

    Unarmoured Defence

    While you are not wearing any armour, your Armour Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.  

    Reckless Attack

    Starting at 2nd level, you can throw aside all concern for defence to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.  

    Danger Sense

    At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.  

    Primal Path

    At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.  

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

    Fast Movement

    Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armour.  

    Feral Instinct

    By 7th level, your instincts are so honed that you have advantage on initiative rolls.   Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.  

    Brutal Critical

    Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.  

    Relentless Rage

    Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.   Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.  

    Persistent Rage

    Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.  

    Indomitable Might

    Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.  

    Primal Champion

    At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.


    Starting Equipment

    • Choose: a greataxe; or any martial melee weapon   • Choose: two handaxes; or any simple weapon   • An explorer’s pack and four javelins


    Subclass Options

    Path of the Ancestral Guardian

    Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.   Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.  

    Ancestral Protectors

    Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.  

    Spirit Shield

    Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.   When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.  

    Consult the Spirits

    At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.   After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.  

    Vengeful Ancestors

    At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.


    LevelProficiencyBonus FeaturesRagesRage Damage
    1st+2Rage, Unarmored Defense2+2
    2nd+2Reckless Attack, Danger Sense2+2
    3rd+2Primal Path3+2
    4th+2Ability Score Improvement3+2
    5th+3Extra Attack, Fast Movement3+2
    6th+3Path feature4+2
    7th+3Feral Instinct4+2
    8th+3Ability Score Improvement4+2
    9th+4Brutal Critical (1 die)4+3
    10th+4Path feature4+3
    11th+4Relentless Rage4+3
    12th+4Ability Score Improvement5+3
    13th+5Brutal Critical (2 dice)5+3
    14th+5Path feature5+3
    15th+5Persistent Rage5+3
    16th+5Ability Score Improvement5+4
    17th+6Brutal Critical (3 dice)6+4
    18th+6Indomitable Might6+4
    19th+6Ability Score Improvement6+4
    20th+6Primal ChampionUnlimited+4

    Soldier

    War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war. When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a mercenary company.   During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role:  

    1d8
    Specialty
    1
    Officer
    2
    Scout
    3
    Infantry
    4
    Cavalry
    5
    Healer
    6
    Quartermaster
    7
    Standard bearer
    8
    Support staff (cook, blacksmith, or the like)

    Skill Proficiencies Athletics, Intimidation
    Tool Proficiencies One type of gaming set, vehicles (land)
    Equipment An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a belt pouch containing 10 gp

    Features

    Military Rank

    You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

    Suggested Characteristics

    The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.

    Traits

    1d8 Personality Trait
    1I'm always polite and respectful.
    2I’m haunted by memories of war. I can’t get the images of violence out of my mind.
    3I’ve lost too many friends, and I’m slow to make new ones.
    4I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
    5I can stare down a hell hound without flinching.
    6I enjoy being strong and like breaking things.
    7I have a crude sense of humor.
    8I face problems head-on. A simple, direct solution is the best path to success.

    Ideal

    1d6 Ideal
    1Greater Good. Our lot is to lay down our lives in defense of others. (Good)
    2Responsibility. I do what I must and obey just authority. (Lawful)
    3Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
    4Might. In life as in war, the stronger force wins. (Evil)
    5Live and Let Live. Ideals aren’t worth killing over or going to war for. (Neutral)
    6Nation. My city, nation, or people are all that matter. (Any)

    Bond

    1d6 Bond
    1I would still lay down my life for the people I served with.
    2Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
    3My honor is my life.
    4I’ll never forget the crushing defeat my company suffered or the enemies who dealt it.
    5Those who fight beside me are those worth dying for.
    6I fight for those who cannot fight for themselves.

    Flaw

    1d6 Flaw
    1The monstrous enemy we faced in battle still leaves me quivering with fear.
    2I have little respect for anyone who is not a proven warrior.
    3I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret.
    4My hatred of my enemies is blind and unreasoning.
    5I obey the law, even if the law causes misery.
    6I’d rather eat my armor than admit when I’m wrong.

    Mounted Combatant

    You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:

    • You have advantage or an improved die (your choice, situationally decided) on melee attack rolls against any unmounted creature that is smaller than your mount.
    • You can force an attack targeted at your mount to target you instead.
    • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

     

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    PHB, Mordenkainen's Tome of Foes, Eberron: Rising from the Last War

    Half-Elf

    "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." -PHB
    ability score increase: Your Charisma score increases by 2, and two other ability scores of your choice each increase by 1.
    age: Half-elves age at much the same rate as humans, reaching adulthood at 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 both value 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. They are good and evil in equal numbers, a trait they share with their human parents.
    Size: Medium
    speed: 30ft
    Languages: You can read, speak, and write Common, Elven, and one language of your choice.
    race features:

    Standard Half-Elf:

    Source: PHB, Mordenkainen's Tome of Foes   Darkvision. Thanks to your elven heritage, 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.   Half-Elf Versatility. Choose one of the following traits:
    • Skill Versatility (General). You gain proficiency in two skills of your choice.
    • Elf Weapon Training (High or Wood Elf Heritage). You have proficiency with the longsword, shortsword, shortbow, and longbow.
    • Cantrip (High Elf Heritage). You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
    • Fleet of Foot (Wood Elf Heritage). Your base walking speed increases to 35 feet.
    • Mask of the Wild (Wood Elf Heritage). You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
    • Drow Magic (Dark Elf Heritage). You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire once, and it recharges after a long rest. When you reach 5th level, you can cast Darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.
    • Swim Speed (Sea Elf Heritage). You have a swimming speed of 30 feet.

    Variant Half-Elf: Mark of Detection

    Source: Eberron - Rising from the Last War   If your Half-Elf has the Mark of Detection, these features replace the Ability Score Increase and the Half-Elf Versatility traits.   Ability Score Increase. Your Wisdom score increases by 2, and one other Ability Score of your choice increases by 1.   Deductive Intuition. Whenever you make a Intelligence (Investigation) or a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the total ability check.   Magical Detection. You can cast the Detect Magic and the Detect Poison and Disease spells with this trait. Starting at 3rd level, you can also cast the See Invisibility spell with it. Once you cast either spell with this trait, you can't cast that spell again until you finish a Long Rest. Intelligence is your Spellcasting Ability for these spells, and you don't require material components for them.   Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Detection Spells table are added to the spell list of your Spellcasting class.   Mark of Detection Spell List.
    Spell Level Spell Name
    1st Detect Magic, Detect Poison & Disease
    2nd Detect Thoughts, Find Traps
    3rd Clairvoyance, Nondetection
    4th Arcane Eye, Divination
    5th Legend Lore

    Variant Half-Elf: Mark of Storm

    Source: Eberron - Rising from the Last War   If your Half-Elf has the Mark of Storm, these features replace the Ability Score Increase and the Half-Elf Versatility traits.   Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.   Windwright's Intuition. Whenever you make a Dexterity (Acrobatics) check or any Ability Check involving Navigator's Tools, you can roll a d4 and add the number rolled to the total ability check.   Storm's Boon. You have resistance to Lightning damage.   Headwinds. You know the Gust cantrip. Starting at 3rd level, you can also cast the Gust of Wind spell with it. Once you cast this spell with this trait, you can't cast that spell again until you finish a Long Rest. Charisma is your Spellcasting Ability for this spell.   Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Storm Spells table are added to the spell list of your Spellcasting class.   Mark of the Storm Spell List.
    Spell Level Spell Name
    1st Feather Fall, Fog Cloud
    2nd Gust of Wind, Levitate
    3rd Sleet Storm, Wind Wall
    4th Conjure Minor Elementals, Control Water
    5th Conjure Elemental

    Forgotten Realms:

    Half-elves (also called Cha'Tel'Quessir in elven) were humanoids born through the union of an elf and a human. Whether a half-elf was raised by their human parent or their elven parent, they often felt isolated and alone. Because they took around twenty years to reach adulthood, they matured quickly when raised by elves (who think they look like humans), making them feel like an outsider in either place. Most half-elves were descended from moon elves. Pairings of elves and other races also existed, though they were rare. Half-elves gained an unusual blend of abilities from their two heritages. More durable and more innately charming than either humans or elves, half-elves lacked the grace or wisdom of their elven parents, though they did have some of the versatility of their human ancestors. Half-elves had a natural ability to learn outside of their specialty, giving them a strength in adaptability. Half-elves, like their elven parents, worked well with others and could lend some of their own skill to friends or allies. Like their elven parents, half-elves were typically immune to the effects of the enchantment school of magic. Likewise, half-elves also inherited the ability to see keenly in low-light conditions, with little or no ill effect, and had enhanced senses of sight and hearing compared to their human brethren  

    Eberron:

    Half-elf are one of the common races. They descend from elves and humans but have since become a new unique race, distinct from both their elven and human ancestors. Half-elves refer to themselves as "Khoravar" and are found throughout the continent; they are not concentrated within a specific geographic region. The half-elves heirs of House Lyrandar bear the Mark of Storm. Lyran and Selavash were the first of the half-elves to develop the dragonmark of Lyrandar 2000 years ago, during the time of Karrn the Conqueror. The two half-elves told others of their race to embrace their culture, calling them Khoravar, or "Children of Khorvaire", referring to their origin on the continent. House Lyrandar is a powerful house and their development of elemental airship technology with the aid of the Zilargo gnomes and House Cannith has only enhanced their prestige. The half-elves of House Medani bear the Mark of Detection, giving them various powers of divination. The dragonmark was discovered by House Cannith during the War of the Mark, 1500 years ago. The Medani half-elves had been secretly using them for some time, but were convinced to join the other Houses.

    Statblocks for companions, followers and other allies.

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    PHB, page 151

    Explorer's Pack

    Adventuring Gear

    Common

    Includes:
    • a backpack
    • a bedroll
    • a mess kit
    • a tinderbox
    • 10 torches
    • 10 days of rations
    • a waterskin
    • 50 feet of hempen rope

    Cost: 10gp
    Weight: 35lb


    Created by

    Heartseeker.

    Statblock Type

    Character Sheet (latest)

    Link/Embed