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Crownstag Thistlehoof

1 Level (0/300 XP for level-up) Background Wendigon - Forestborn Race / Species / Heritage Alignment
Forager
Level 1
Hit Dice: 1/1
1d8+1 Class 1

STR
17
+3
DEX
17
+3
CON
12
+1
INT
8
-1
WIS
18
+4
CHA
11
+0
9
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
Walking 30ft, Climbing 30ft
Speed (walk/run/fly)
16
Passive Perception
0 / 0
Forage Techniques
Spellcasting ...
+6 Attack mod
WIS Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+3 Dexterity
+3 Constitution
-1 Intelligence
+6 Wisdom
+0 Charisma
saving throws
+3 Acrobatics DEX
+4 Animal Handling WIS
-1 Arcana INT
+3 Athletics STR
+0 Deception CHA
-1 History INT
+4 Insight WIS
+0 Intimidation CHA
-1 Investigation INT
+6 Herbalism Kit WIS
skills
+4 Medicine WIS
+1 Nature INT
+6 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
-1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Claws +5 STR 1d6+3 Slashing
 Unarmed
Dagger +5 DEX 1d4+3 Piercing
 Finesse, Light, Thrown (20/60ft)
Quarter Staff - One Hand +5 STR 1d6+3 Bludgeoning
 Versatile
Quarter Staff - Two Hands +5 STR 1d8+3 Bludgeoning
 Versatile
Attacks

Spell Book


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor Proficiencies: Light Armor, Medium Armor
Weapon Proficiencies: Simple Weapons, Thrown Weapons
Tools: Herbalism kit
Saving Throws: Constitution, Wisdom
Skills: Nature, Survival, Perception

Languages & Proficiencies


™ & © 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 SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

Quarterstaff

Weapon Versatile Common

Type Damage Damage Range Properties
Simple Melee 1d6 / 1d8 Bludgeoning Melee (5 ft) Versatile

Cost: 2 sp Weight: 4 lb


 

The statblocks of your class features

Forager

The Forager is a unique and versatile class focused on harnessing the natural world to find, create, and use powerful items for both combat and utility. Specializing in foraging berries, herbs, and other natural items, Foragers use their knowledge of nature to enhance their combat abilities and support their allies.
hit dice: 1d8
hit points at 1st level: 1d8 + Constitution Modifier
hit points at higher levels: 1d8 + Constitution Modifier Per Level After 1st
armor proficiencies: Light Armor, Medium Armor
weapon proficiencies: Simple Weapons, Thrown Weapons
tools: Herbalism kit
saving throws: Constitution, Wisdom
skills: Choose two from Nature, Survival, Medicine, Perception, Investigation, and Stealth
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) two simple weapons

  • (a) a dungeoneer’s pack or (b) an explorer’s pack

  • Leather armor, an herbalism kit, and 10 darts
spellcasting:
class features:

Level 1: Forage

You can spend 1 hour to search your environment for berries, herbs, and other natural items. After foraging, you gain a number of foraged items equal to 1 + your Wisdom modifier. These items are considered thrown weapons with a range of 20/60. When you make an attack with a foraged item, you can add your Wisdom modifier to the attack and damage rolls.  

Level 2: Nature's Gift

You learn to identify and enhance the properties of foraged items. When you throw a foraged item, you can choose one of the following effects:  
  • Poisonous Berry: The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be poisoned until the end of your next turn.
  • Healing Herb: A creature of your choice within 5 feet of the target regains hit points equal to your Wisdom modifier (minimum of 1).
 

Level 3: Forager Speciality

You gain one of the following subclasses: Herbalist or Toxicologist  

Level 3: Foraged Techniques

You gain one of the following foraged techniques. You gain additional techniques at 6th, 10th, 14th, and 18th levels.  
  • Explosive Nut: The foraged item explodes on impact. Each creature within 5 feet of the target must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or take 1d6 fire damage.
  • Entangling Vine: The foraged item bursts into vines. The target must make a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be restrained until the end of your next turn.

Level 4: 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.  

Level 5: Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.  

Level 6: Advanced Foraging

Your ability to forage improves. You can now forage in half the time, and you gain an additional foraged item whenever you use your Forage ability.  

Level 6: Foraged Techniques

You gain one of the following foraged techniques. You gain additional techniques at 6th, 10th, 14th, and 18th levels.  

Level 7: Improved Nature's Gift

The effects of your Nature's Gift improve:  
  • Poisonous Berry: The target is poisoned for 1 minute. They can make another Constitution saving throw at the end of each of their turns to end the effect.
  • Healing Herb: The healing increases to 2d4 + your Wisdom modifier.

Level 8: 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.  

Level 9: Quick Forager

You can now forage as a bonus action.  

Level 10: Foraged Techniques

You gain one of the following foraged techniques. You gain additional techniques at 6th, 10th, 14th, and 18th levels.  

Level 11: Master Forager

You can use your Forage ability to find rare and powerful items. Once per day, you can find a special item with unique properties determined by the DM.  

Level 12: 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.  

Level 14: Foraged Techniques

You gain one of the following foraged techniques. You gain additional techniques at 6th, 10th, 14th, and 18th levels.  

Level 15: Natural Resistance

You gain resistance to poison and disease, and you have advantage on saving throws against poison.  

Level 16: 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.  

Level 18: Foraged Techniques

You gain one of the following foraged techniques. You gain additional techniques at 6th, 10th, 14th, and 18th levels.  

Level 19: 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.  

Level 20: Nature's Champion

You become one with nature. You can use your Forage ability at will, and your foraged items gain a +2 bonus to attack and damage rolls. Additionally, you can cast Commune with Nature without expending a spell slot.  

Foraged Techniques (Expanded List)

  • Blinding Spores: The target must make a Constitution saving throw or be blinded until the end of your next turn.
  • Freezing Berry: The target must make a Constitution saving throw or be frozen in place, reducing their speed to 0 until the end of your next turn.
  • Stunning Herb: The target must make a Wisdom saving throw or be stunned until the end of your next turn.
  • Hallucinogenic Fungus: The target must make a Wisdom saving throw or be charmed by you until the end of your next turn.
subclass options:

Subclass: Herbalist

Level 3: Potent Remedies

Your healing herbs become more effective. When you use a Healing Herb from your Nature's Gift ability, the target regains additional hit points equal to your Forager level.  

Level 7: Restorative Mixtures

You can create special restorative mixtures using your foraged items. As a bonus action, you can consume or give an ally a mixture that grants one of the following benefits for 1 minute:  
  • Advantage on saving throws against poison.
  • Resistance to poison damage.
  • Gain temporary hit points equal to your Wisdom modifier + half your Forager level (rounded up).
  • You can use this feature a number of times equal to your Wisdom modifier (minimum of once) per long rest.
 

Level 11: Healing Burst

As an action, you can expend a foraged item to heal all allies within 30 feet of you for 1d6 hit points + your Wisdom modifier. Once you use this feature, you can't use it again until you finish a short or long rest.  

Level 15: Enhanced Nature's Gift

The healing effect of your Healing Herbs now restores hit points equal to 4d4 + your Wisdom modifier. Additionally, when you use your Healing Burst feature, it now heals 2d6 hit points + your Wisdom modifier.  

Subclass: Toxicologist

Level 3: Potent Poisons

Your poisonous berries become more effective. When a creature fails its saving throw against your Poisonous Berry, it also takes poison damage equal to your Forager level.  

Level 7: Toxic Mixtures

You can create toxic mixtures using your foraged items. As a bonus action, you can coat a weapon or piece of ammunition with a toxic mixture. The next time the coated weapon or ammunition hits a creature, the creature must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be poisoned for 1 minute. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) per long rest.  

Level 11: Poison Burst

As an action, you can expend a foraged item to release a burst of toxic spores in a 10-foot radius. Each creature in the area must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or take 4d6 poison damage and be poisoned for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest.  

Level 15: Enhanced Potency

Your poisonous effects become more potent. The poison damage of your Poisonous Berry increases to 2d6 + your Wisdom modifier, and the poison damage of your Poison Burst increases to 6d6. Additionally, creatures poisoned by your effects have disadvantage on saving throws against your poison effects.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Wendigon

Wendigo are a mysterious and fearsome race, born of ancient curses and primal hunger. They are the stuff of legends and nightmares, often associated with dark forests and icy wastes. Wendigo are humanoid in shape but possess distinct features that set them apart from other races.
ability score increase: Strength +2, Constitution +1
age: Wendigons mature at a similar rate to humans but live slightly longer, up to around 120 years.
alignment: Wendigo tend to lean towards chaotic alignments due to their primal nature, but individual wendigo can be of any alignment.
Size: Medium
speed: Your base walking speed is 35 feet.
Languages: You can speak, Common and Sylvan
race features:

Darkvision

You have a heightened sense of sight in darkness and dim light. 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.  

Predatory Nature

You have proficiency in the Survival skill.  

Natural Weapons

Your claws and teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d6 + your Strength modifier (for claws) or piercing damage equal to 1d6 + your Strength modifier (for teeth), instead of the normal damage for an unarmed strike.  

Fear Aura

As an action, you can emit an aura of fear. Each creature of your choice within 30 feet of you and aware of you must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or be frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if you are within line of sight, ending the effect on itself on a success. Once you use this trait, you can't use it again until you finish a long rest.  

Cannibalistic Regeneration

You can consume raw flesh to heal your wounds. As an action, you can eat a pound of raw flesh from a recently deceased creature to regain hit points equal to 1d8 + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or long rest.  

Subraces

There are two subraces of Wendigo: Frostborn and Forestborn. Choose one of these subraces.  

Frostborn Wendigo

 

Ability Score Increase

Your Wisdom score increases by 1.  

Ice Resistance

You have resistance to cold damage.  

Winter Camouflage

You have advantage on Dexterity (Stealth) checks made to hide in snowy or icy terrain.  

Forestborn Wendigo

 

Ability Score Increase

Your Dexterity score increases by 1.  

Nature's Step

You can move through nonmagical difficult terrain made of plants and underbrush without expending extra movement.  

Tree Climber

You have a climbing speed of 30 feet.
Wendigo stand tall and gaunt, with heights ranging from 6 to 8 feet. Their bodies are lean and sinewy, built for endurance and speed. They have long, clawed fingers and sharp, predatory teeth that mark their role as apex hunters. Their eyes are a piercing, feral yellow or red, adapted to see in the darkest of nights.   Their skin is pale, often with a bluish or grayish tint, hinting at their connection to the cold and the supernatural. Their hair is wild and untamed, ranging from white to black, and they often have antlers or horns sprouting from their heads, adding to their fearsome appearance.   Culture and Society Wendigo are solitary by nature, driven by a deep-seated hunger that makes prolonged companionship difficult. They are often nomadic, moving through dense forests or frozen tundras in search of sustenance. Despite their fearsome reputation, Wendigo have a deep respect for the natural world and often live in harmony with it, using their skills to survive in harsh environments.   Wendigo society, when it does form, is tribal and shamanistic. They revere the spirits of the wild and often have strong ties to the primal forces of nature. They value strength, cunning, and resilience, and their leaders are typically the strongest or most cunning among them.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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Morgatron247.

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