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Arrow go-schwoof

1 Level (0/300 XP for level-up) Oncelost Background Bosmer Race / Species / Heritage Chaotic Goose Alignment
Ranger
Level 1
Hit Dice: 1/1
1d10+3 Class 1

STR
10
+0
DEX
18
+4
CON
16
+3
INT
14
+2
WIS
18
+4
CHA
7
-2
17
Hit Points
+4
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
35ft
Speed (walk/run/fly)
16
Passive Perception
Spellcasting ...
+6 Attack mod
WIS Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+6 Dexterity
+3 Constitution
+2 Intelligence
+4 Wisdom
-2 Charisma
saving throws
+4 Acrobatics DEX
+6 Animal Handling WIS
+4 Arcana INT
+2 Athletics STR
+0 Deception CHA
+2 History INT
+4 Insight WIS
-2 Intimidation CHA
+2 Investigation INT
skills
+4 Medicine WIS
+4 Nature INT
+6 Perception WIS
-2 Performance CHA
-2 Persuasion CHA
+2 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longbow +6 DEX 1d8+4 piercing
 Two-handed, Ammunition, Ranged 150/600
Hunting Bow +6 DEX 1d6+4 piercing
 Two-handed, Ammunition, Ranged 80/320
Handaxe +2 STR 1d6 slashing
 Light, Thrown (range 20/60)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
True Strike 1 bonus action 30 ft Concentration, up to 1 round
 Notes:You then gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.

Level 1 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Summon Familiar 1 hour 10 ft Instantaneous
 Notes:You gain the service of a familiar, a spirit that takes a spectral animal form you choose.
Zephyr Strike 1 bonus action Self Concentration, up to 1 minute 1d8
 Notes:Force Damage. One turn, +30 ft movement speed. For the spell duration, your movement doesn’t provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn.
Race: Bosmer
Beast Tongue. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Bosmer love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

Superior Darkvision. Accustomed to twilit forests, you have immaculate vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.

Heart Pierce. Bosmer are naturally talented archers. You have proficiency with the shortbow, longbow, and compound bow (if you choose to use it in your campaign). In addition, you can add 1d10 on your next attack or damage roll using one of those weapons as a bonus action. Once you use this feature, you must finish a short or long rest before using it again.

Mask of the Wild. You can attempt to hide (without disadvantage) even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Birthsign: Lord
Blood of the North. Your hit point maximum is increased by 1d6. 

Lord’s Protection. As a reaction when taking damage that is not fire damage, you can reduce the damage by 1d10 + your level. Once you use this feature, you must finish a long rest before using it again.

Background: Oncelost
Daedric Connection. Your mannerisms and knowledge of daedric customs are recognized by natives of Oblivion, who see you as one of their own. Because of this, friendly daedra are inclined to come to your aid if you are lost or need help in Oblivion.

Mad God's Mark - eye's are iridescent colors.

Madhouse Visitor. Whenever you're sound asleep or in a deep trance during a long rest, a daedra of the Shivering Isles might pay you a visit, if the DM wishes it. Determine the spirit's form by rolling on the Madhouse Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Madhouse visitor can't speaking that language normally.

Class: Ranger
Mage Breaker. You have a history of battling spellcasters. Gain Proficiency with Arcana and gain True Strike, which gives you Advantage on Attack Rolls against a creature. Wisdom is your Spellcasting Ability for this spell.

Beast Tamer. You have cultivated a strong bond with animals. You can cast Summon Familiar as a ritual, familiars summoned with this spell will be real, rather than spectural. Also learn Hunter's Mark any allied beasts can also deal the extra 1d6 damage while this spell is in effect.

Features & Traits
Armour: traveler's clothes, Leather armour.
Weapons: Hunting bow, Longbow, Handaxe.
Ammo: Iron Arrow's x20
Other: Hand Harp, Dungeoneer's Pack, A gauntlet inscribed with a fire motif and a dremora name, A drinking cup that randomly fills with fresh or salt water, refilling once emptied, A compass that always points to the sleeping tree.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 8, Platinum: 0 Money
Languages: Common, Daedric and Bosmeris.

Armour: Light Armour, Shields.

Weapons: Simple and Martial.

Other: Hand Harp.

Languages & Proficiencies
I have never lost my childlike sense of wonder.

Personality Traits
Changeability. Change is good, which is why I live by an ever-changing set of rules. (Chaotic)

Ideals
I'm drawn to the Shivering Isles and long to return there, if only for a short while.

Bonds
I'm always changing my mind-well, almost always.

Flaws
Arrow go-schwoof was not always this Bosmers name, his true name was lost to him many years ago although many in this plane still know him, he does not remember himself. In the year 4E 218 Arrow go-schwoof was young for a Mer at only 17 years old living in the sleepy town of Bravil in Cyrodiil, when he came across a confusing sight, a whirling portal of purples and blues that whispered word non could understand. Making the largest mistake of his life the young Mer reached out his hand and was sucked in to the portal. When he awoke, he could see bright skies of gold and a river of chocolate running beside him, as he wondered he saw magnificent sights such as houses made of mirrors and butterflies filling every corner of this world. As time went on, years past him by what one could only assume to be a century, maybe two. When he awoke one day after filling his belly the previous night on sweet rolls and Pelagius bacon, he awoke in a dusty celler unbeknownst to him the forbidden wing in the blue palace of solitude, he didn't recognise any of it. As he left the cellar, he didn't recognise any faces and all that was happening was strange to him, No one was dancing around or singing, and people were wearing hats on their heads, not their feet, most shocking of all no one was eating sweet rolls! Confused and scared Arrow go-schwoof ran, to where? he didn't know, all he knew is, he wanted to return too what we know as the shivering isles, but Arrow go-schwoof knows as home, unbenounced to him he had aged over 200 years since he left Tamriel, but in that time Tamriel had only aged 5 Minutes.

Character Backstory


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