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Alexii
Level 3 (902/2700 XP for level-up)
Background Sage
Size Medium
Species Human
Ranger
Subclass Fey Wanderer
Level 3
Hit dice 3/3
1d10+0

STR 8
-1
STR save: +2
DEX 15
+2
DEX save: +8
CON 11
+0
CON save: +1
INT 8
-1
INT save: -2
WIS 17
+3
WIS save: +6
CHA 14
+2
CHA save: +4

Initiative (DEX)
+4
Speed
30
Heroic Inspiration
Armor Class (AC)
12
Hit Points
24 / 24
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
heavy cross +6 DEX 1d10+2+2 pierce
 range
Shortsword +6 DEX 1d6+2+2 slash
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
leather armor 11
Skills
P/E Bonus Skill Abi
+2 Acrobatics DEX
+3 Animal Handling WIS
-1 Arcana INT
-1 Athletics STR
+7 Deception CHA
-1 History INT
+3 Insight WIS
+2 Intimidation CHA
-1 Investigation INT
+3 Medicine WIS
-1 Nature INT
+5 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+6 Stealth DEX
+5 Survival WIS

+4 Expertise Bonus
+2 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 49, Platinum: 0
Treasure and Equipment
Proficiencies, Languages, and Talents

Greek, Coptic




Spellcasting
Duration: Concentration, up to 1 minute
You move like the wind. Until the spell ends, 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. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Duration: Concentration, up to 1 minute
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Duration: Instantaneous
As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving throw, taking 1d10 Piercing damage on a failed save or half as much damage on a successful one.

Duration: Concentration, up to 1 hour
You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.




™ & © Wizards of the Coast - D & D 5e Character Sheet v3.02, made by Tillerz - Updated: 2024-11-22

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Pyroshrimp_.

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Character

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