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Waydhanar Galanodel

5 Level (0/14000 XP for level-up) Outlander Background Half Elf Race / Species / Heritage Chaotic Good Alignment
Ranger
Level 3
Hit Dice: 1/3
1d10+1 Class 1
Druid
Level 2
Hit Dice: 2/2
1d8+1 Class 2

STR
8
-1
DEX
14
+2
CON
13
+1
INT
16
+3
WIS
15
+2
CHA
14
+2
29
Hit Points
+4
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+9 Attack mod
WIS Ability
+2 Abi Mod
23 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+7 Dexterity
+5 Constitution
+9 Intelligence
+7 Wisdom
+7 Charisma
saving throws
+4 Acrobatics DEX
+5 Animal Handling WIS
+6 Arcana INT
-3 Athletics STR
+3 Deception CHA
+6 History INT
+5 Insight WIS
+3 Intimidation CHA
+6 Investigation INT
skills
+7 Medicine WIS
+6 Nature INT
+5 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+8 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Scimitar +0 STR 1d6-1 Slash
 Finesse
Produce Flame +2 WIS 1d8 Flame
Longbow +4 DEX 1d8+2 Piercing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #

Darkvision. 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.


Skill Versatility. You gain proficiency in two skills of your choice.


Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.


You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.



Circle of Stars :


As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form.


Archer: On activation and as a bonus action, you can make a ranged spell attack (60 ft.) dealing 1d8+3 radiant dmg.


Chalice: When you cast a spell that restores hit points, you or a creature within 30 ft. regains 1d8+3 hit points.


Dragon::When you make an INT or a WIS check or a CON saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.





Features & Traits

Glass disk star map, scimitar, longbow, wooden shield, hide armor, quiver, handaxe, bedroll, mess kit, 1 day’s rations, 50’ hempen rope, waterskin





Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

WeapProficiencies - Armor: Light armor, medium armor, shields, martial weapons, quarterstaffs, scimitars, simple weapons, spears


Skill Prof : Athletics, Survival


Instrument Prof. : Flute


Druidic : Insight, Perception


Languages : Common, Elf, Druidic, Orc




Languages & Proficiencies

I’ve never met a rule I didn’t want to break. 





Personality Traits

Do the right thing, even if it’s the wrong thing.





Ideals

I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me.





Bonds

There's no room for caution in a life lived to the fullest.





Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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Level 0 Spells

PHB

Thorn Whip

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30 feet
Duration Instantaneous
Components V S M
Materials (the stem of a plant with thorns)

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
 
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Class(es): Druid

Melee Spell Attack 2d6 Piercing Damage

Players Handbook Page 269

Produce Flame

0-level (Cantrip) Conjuration

Casting Time 1 action
Range Self
Duration 10 minutes
Components V, S

A flickering flame appears in your hand. The flame remains there for the Duration and harms neither you nor your Equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.   You can also Attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell Attack. On a hit, the target takes 1d8 fire damage.
At higher levels: This spell's damage increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Druid

Level 1 Spells

D&D 5e PHB Page 230

Cure Wounds

1-level Evocation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S

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.

Class(es): Bard, Cleric, Druid, Paladin, Ranger

PHB

Entangle

1-level Conjuration

Casting Time 1 Action
Range 90 feet
Duration Concentration, Concentration, up to 1 minute
Components V S

Grasping weeds and vines sprout from the ground in 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.

Class(es): Druid

Saving ThrowStrength

Basic Rules, pg. 282

Thunderwave

1-level Evocation

Casting Time 1 Action
Range Self (Cube of 15 ft.)
Duration Instantaneous
Components V, S

Damage Type: Thunder   Attack/Save Throw: CON Save   Description: A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Class(es): Bard, Druid, Sorcerer, Wizard

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