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Assalise

7 Level (0/34000 XP for level-up) Sailor Background Siren Race / Species / Heritage N Alignment
Ranger
Level 7
Hit Dice: 7/7
1d10+2 Class 1

STR
15
+2
DEX
17
+3
CON
15
+2
INT
12
+1
WIS
12
+1
CHA
11
+0
60
Hit Points
+3
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
30/60/0
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ...
+4 Attack mod
WIS Ability
+1 Abi Mod
12 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+5 Strength
+6 Dexterity
+2 Constitution
+1 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+3 Acrobatics DEX
+1 Animal Handling WIS
+1 Arcana INT
+5 Athletics STR
+0 Deception CHA
+1 History INT
+1 Insight WIS
+0 Intimidation CHA
+4 Investigation INT
skills
+1 Medicine WIS
+4 Nature INT
+4 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longbow +6 DEX 1d8+3 piercing
 Ammunition, Heavy, Range, Two-Handed
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Thaumaturgy 1 action 30ft 1 minute V
Static Bolts +4 1 action 60ft instantaneous 1d4 V, S

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Electrify +4 1 bonus action self 1 round 1d12 V, S
Fog Cloud 1 action 120ft Concentration, up to 1 hour V, S
Static Bolts +4 1 action 60ft instantaneous 1d4 + V, S
Goodberry

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Hunter's Mark 90ft Concentration, up to 1 hour V
Beast Sense 1 action touch Concentration, up to 1 hour S
Static Bolts +4 1 action 60ft instantaneous 1d4 + V, S
Amphibious. You can breathe both air and water.

Siren's Body. As a bonus action, you turn into an amphibious form, your legs becoming a single powerful tail. Your walking speed is reduced to 5 feet and you gain a swimming speed of 40 feet. While in this form, you can use your bonus action to return to normal.

Call. Sirens are known for luring people and beguiling them. Whenever you make a Charisma (Performance) check to sing, you are considered proficient in the Performance skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. In addition, You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the suggestion spell once and need to finish a long rest before you can cast it again. Charisma is your spellcasting ability for these spells.

Charm Resistance. You have advantage against being charmed, being a skilled charmer yourself.

Languages. You can speak, read, and write both Common and the Primordial dialect of Aquan.

Favored Foe. This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. 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 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.

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. Favored terrain: coast. 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.
Coastal, Grasssland,

Fighting Style. Archery. You gain +2 bonus to attack rolls you make with ranged weapons.

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.

Drake Companion. At 3rd level, as an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.
The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.
In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.
The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.
Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.

Extra Attack. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Bond of Fang and Scale. At 7th level the bond you share with your drake intensifies, protecting you and stoking the drake’s fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed.
In addition, while your drake is summoned, you and the drake gain the following benefits:

Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it can’t use the flying speed of this feature.

Magic Fang. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for the drake’s Draconic Essence.

Resistance. You gain resistance to the damage type chosen for the drake’s Draconic Essence.

Features & Traits
Belaying Pin (club)
x2 Javelin
Crowbar
Hammer
Longbow

x10 piton
x10 torch
x10 rations
Waterskin
Scale Mail
Common Clothes
50ft of silk rope
50ft of hempen rope

Trinket

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Common
Aquan
Draconic

Simple Weapons
Martial Weapons
Light Armor
Medium Armor
Shields
Navigator's Tools

Water Vehicles

Languages & Proficiencies
Whenever you take an attack action, you can choose to replace one of your attacks with a Combat Art.

Curved Shot. Can be used 3 times per long rest. Add a +3 to hit for your attack, and deal an extra damage die of damage. Your range increases by 50 feet for the attack made with a bow.

Combat Arts:


™ & © 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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Drake Companion CR: prof bonus

Small dragon,
Armor Class: 14 + prof
Hit Points: 5 + 5 x ranger level
Speed: 40 ft

STR

16 +3

DEX

12 +1

CON

15 +2

INT

8 -1

WIS

14 +2

CHA

8 -1

Saving Throws: dex +1 + prof, wis +2 + prof
Skills: Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake’s damage immunity and the damage of its Infused Strikes trait.
Damage Immunities: draconic essence
Senses: darkvision 60ft, passive perception 12
Languages: Draconic
Challenge Rating: prof bonus

Actions

Bite. Melee Weapon Attack: +3 + prof to hit, reach 5 ft., one target. Hit: 1d6 + prof piercing damage.

Reactions

Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SRD

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: V
Duration: up to 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.
  • If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Available for: Cleric

Static Bolts

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Instantaneous
Attack/Save: ranged
Damage/Effect: lightning
Make two ranged spell attacks. On a hit, deal 1d4 lightning damage.
At higher levels: Four at 5, 6 at 11th, and eight at 17

Level 1 Spells

Kibble's Generic Elemental Spells

Electrify

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60ft
Components: V, S
Duration: Instantaneous
Attack/Save: con save
Damage/Effect: lightning
A massive arc of lightning leaps from your hand to a target you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d12 lightning damage and is stunned until the start of your next turn. On a successful save, the target takes half as much damage and isn't stunned.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Available for: occultist, ranger, sorcerer, wizard

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

SRD

Hunter's Mark

1-level Divination

Casting Time: 1 bonus action
Range/Area: 90 feet
Components: V
Duration: Concentration, Up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Available for: Ranger

Level 2 Spells

SRD

Beast Sense

2-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: touch
Components: S
Duration: Concentration, up to 1 hour
You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.
While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
Available for: Druid, Ranger

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