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Lake

3 Level (0/2700 XP for level-up) Sage (Librarian) Background Water Genasi Race / Species / Heritage True neutral Alignment
Ranger
Level 3
Hit Dice: 3/3
1d10+2 Class 1

STR
11
+0
DEX
17
+3
CON
14
+2
INT
12
+1
WIS
15
+2
CHA
11
+0
25
Hit Points
+3
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ...
+4 Attack mod
WIS Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+5 Dexterity
+2 Constitution
+1 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
+3 Arcana INT
+0 Athletics STR
+0 Deception CHA
+3 History INT
+4 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+4 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longbow, aquatic +5 DEX 1d8+2+3 piercing
 Ammunition (range 150/600 in or 5 ft near water, range is halfed away from water), heavy, two-handed
Harpoon +5 DEX 1d6+3 piercing
 Finesse, two-Handed, puncture, thrown (20/60) +2 damage, Light | Enemy must succeed on Strength saving throw or be impaled, critical hits always impale.
Dagger +5 DEX 1d4+3 piercing
 Finesse, light, thrown (20/60 ft) +2 damage
Krag'wa Bites +5 DEX 1d6+1+3 piercing
 Reach: 5ft. Target is grappled (DC 11). Min damage: 4
Krag'wa Swallows +5 DEX 2d4+3 acid
 Makes bite attack against small or smaller target it's grappling. If attack hits, target is swallowed and therefore blinded, restrained and has full cover against anything outside of the frog. Swallowed target takes damage at the start of every following turn. If frog dies, target is no longer restrained and can escape by using 5 ft of movement. Min damage: 5
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Acid Splash 1 action 60ft Instantaneous 1d6 V, S
 Notes:One or two targets within 5 ft from each other. If fails the Dexterity saving throw, they take 1d6 damage.

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +4 1 action Touch Instantaneous 1d8 V, S
Fog Cloud +4 1 action 120ft Concentration, up to 1 hour VS
Hail of Thorns 1 bonus action self Concentration, up to 1 minute 1d10 V
 Notes:Add 1d10 to ranged attack. Every creature within 5 feet of target makes Dexterity saving throw. Half damage on success.
Create or Destroy Water 1 action 30ft Instantaneous V, S, M
 Notes:Create: 35 l water in open container or as rain in 30ft cube in range out of 1 drop of water. | Destroy: 35 l in open container or fog in 30 ft cube in range with a bit of sand.
Favoured Enemy (Beasts)
Advantage on Survival (Wisdom) checks to track your favored enemies and Intelligence checks to recall information about them.

Natural Explorer (Underwater, Coast)
On Intelligence or Wisdom checks related to it, your profiency bonus is doubled. While traveling here for an hour or more, you gain:
  • Difficult terrain doesn't slow down group
  • Group only gets lost by magical mean
  • When engaged in another activity while traveling (foraging, navigating, tracking), you remain alert to danger
  • When traveling alone, you can move stealthily at normal pace
  • Find twice as much food while foraging
  • Tracking creatures reveals their exact number, sizes and how long ago they passed


Fighting Style: Archery
+2 to attack rolls with ranged weapons.

Swim
Swimming speed is equal to walking speed.

Acid Resistance
Resistance to acid damage.

Amphibious
Breathe air and water.

Primeval Awareness
Use your action to expend one ranger spell slot to gain awareness of the region around you.For 1 minute per level of the spell slot you know if one of the following types of creature is within 1 (6 in favored terrain) mile of you: aberrations, celestials, dragons, elementals, fey, fiend and undead.

Ranger Archetype: Beast Master

Ranger's Companion

You have a beast companion that travels and fights alongside you.
Add proficiency bonus to beast's AC, attack rolls and damage rolls as well as any saving throws and skills it is proficient in.
It's HP max is either its normal max or 4x your ranger level (whichever is higher).
The beast obeys your command as best as it can. Takes its turn on your initiative and only acts if you tells it to and uses your action that turn to either Attack, Dash, Disengage, Dodge or Help.
If the beast dies, you can obtain another one by spending 8 hours to magically to bond with any other non-hostile beast.

Features & Traits
Explorer's pack
  • a backpack
  • a bedroll
  • a mess kit
  • tinderbox
  • 10 torches
  • 10 days of rations
  • a waterskin
  • 50 feet of hempen rope

Arms
  • Scale mail

Weapons
  • Longbow, aquatic
  • Quiver of 20 arrows
  • Harpoon
  • Dagger

Others
  • Bottle of black ink
  • Small knife
  • Secret letter from your ancestors

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common & Primordial

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

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

DnD 5e PHB

Scale mail

Armor (Medium)

Common

Type AC STR Req. Stealth Dis.
Medium 14 + Dex modifier (max 2) Yes

Cost: 50gp
Weight: 45 lb

Longbow, aquatic

Weapon

Varies

Ammunition, Heavy, Two-Handed

Ammunition
You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.



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.



Range
A weapon that can be used to make a ranged attack has a range shown in parentheses 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.



Two-Handed
This weapon requires two hands to use.

Type Damage Damage Range
Martial Ranged 1d8 Piercing 150/600 ft in or near water, 75/300 ft away from water

Cost: 50gp
Weight: 2lb

Harpoon

Weapon

Varies

Spear, Two-Handed, Puncture, Thrown (20/60), Light

A barbed throwing spear with a welded ring, attached to a length of rope or chain so the target or harpoon can be retrieved. A master of the harpoon impales with ease and can swiftly reel in a harpooned prey.

Each hit, your enemy must succeed on a Strength saving throw or be impaled, while a critical hit always impales.

Type Damage Damage Range
Martial Melee 1d6 Piercing 20/60ft


Dagger

Weapon

Common

Finesse, light, thrown-range


Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.


Scratches trace along the jagged edges. The blade is yellowed, appearing and feeling like bone.

Type Damage Damage Range
Simple Melee 1d4 Piercing 20/60 ft

Cost: 1 sp
Weight: 1 lbs

The statblocks of your class features

Ranger

Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch. You must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class.
Level Feature Proficiency Spells 1st 2nd 3rd 4th 5th
1st Natural Explorer, Favoured Enemy +2 0 - - - - -
2nd Fighting Style, Spellcasting +2 2 2 - - - -
3rd Ranger Conclave, Primeval Awareness +2 3 3 - - - -
4th Ability Score Improvement +2 3 3 - - - -
5th Extra Attack +3 4 4 2 - - -
6th Favoured EnemyImprovement, Natural Explorer Improvement +3 4 4 2 - - -
7th Conclave Feature +3 5 4 3 - - -
8th Ability Score Improvement, Land's Stride +3 5 4 3 - - -
9th None +4 6 4 3 2 - -
10th Natural Explorer Improvement, Hide in Plain Sight +4 6 4 3 2 - -
11th Conclave Feature +4 7 4 3 3 - -
12th Ability Score Increase +4 7 4 3 3 - -
13th None +5 8 4 3 3 1 -
14th Favored Enemy Improvement, Vanish +5 8 4 3 3 1 -
15th Conclave Feature +5 9 4 3 3 2 -
16th Ability Score Increase +5 9 4 3 3 2 -
17th None +6 10 4 3 3 3 1
18th Feral Sense +6 10 4 3 3 3 1
19th Ability Score Increase +6 11 4 3 3 3 2
20th Foe Slayer +6 11 4 3 3 3 2
hit dice: 1d10 per Ranger Level
hit points at 1st level: 10 + Constituion Modifer
hit points at higher levels: 1d10 (or 6) +your constitution modifier per Ranger level after 1st
armor proficiencies: Light, Medium, Sheild
weapon proficiencies: Simple, Martial
tools: None
saving throws: Strength, Dexterity
skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival  
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) scale mail or (b) leather armor
(a) two shortswords or (b) two simple melee weapons
(a) a dungeoneer's pack or (b) an explorer's pack
A longbow and a quiver of 20 arrows
spellcasting:
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.   Spell Slots The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.   Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the ranger spell list.   The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.   Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier
class features:
Favored Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.   Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.   You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.   When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.   You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.   Natural Explorer Also at 1st level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.   While traveling for an hour or more in your favored terrain, you gain the following benefits:   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. You choose additional favored terrain types at 6th and 10th level.   Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.   Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.   Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.   Defense. While you are wearing armor, you gain a +1 bonus to AC.   Druidic Warrior. You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.   Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.   Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.   Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.   Interception (UA). When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.   Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.   Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.   Unarmed Fighting (UA). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.   Primeval Awareness Beginning at 3rd level, 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 in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.   Ranger Conclave At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.   Beast Master   Fey Wanderer   Gloom Stalker   Horizon Walker   Hunter   Monster Swarmkeeper   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.   Land's Stride Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.   In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the Entangle spell.   Hide in Plain Sight Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.   Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.   Vanish Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.   Feral Senses At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.   You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.   Foe Slayer At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
subclass options:

Statblocks for your familiars, mounts etc.

Giant Frog CR: 1/4 (50 XP)

Medium beast, unaligned
Armor Class: 11
Hit Points: 18 (4d8) 4d8
Speed: 30 ft , swim: 30 ft

STR

12 +1

DEX

13 +1

CON

11 +0

INT

2 -4

WIS

10 +0

CHA

3 -4

Senses: darkvision 30 ft., passive Perception 12
Challenge Rating: 1/4 (50 XP)

Amphibious. The frog can breathe air and water.   Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) 1d6+1 piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.   Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) 2d4 acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Suggested Environments

Forest, Swamp

Statblocks for race/species of the character.

MPMM

Water Genasi

The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish. Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.
ability score increase:
age:
Size: Medium
speed:
Languages:
parent race: Genasi
race features:

Swim

You have a swimming speed equal to your walking speed.  

Acid Resistance

You have resistance to acid damage.  

Amphibious

You breathe air and water.  

Call to the Wave

You know the acid splash cantrip. Starting at 3rd level, you can cast the create or destroy water spell with this trait. Starting at 5th level, you can also cast the water walk spell with this trait, without requiring a material component. Once you cast create or destroy water or water walk with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.   Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Acid Splash

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 60ft
Duration Concentration, Instant
Components V, S

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage
At higher levels: This spell’s damage increases by 1d6 when you reach   5th level (2d6), 11th level (3d6), and 17th level (4d6).

Class(es): Wizard

Level 1 Spells

SRD

Fog Cloud

1-level Conjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: Concentration, up to 1 hour
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Available for: Druid, Ranger, Sorcerer, Wizard

PHB: P. 230

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
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.
Available for: Artificer, Bard, Cleric, Druid, Paladin, 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

Create or Destroy Water

1-level Transmutation

Casting Time 1 Action
Range 30ft
Duration Instantaneous
Components V, S, M
Materials a drop of water if creating water or a few grains of sand if destroying it

You either create or destroy water.

  • 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 in the area.
  • 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.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

Class(es): Cleric, Druid, Sorcerer (Divine Soul)

Statblocks for your Trinkets, businesses, building, castles, empires.


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Myndo.

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