Remove these ads. Join the Worldbuilders Guild

Tarra Holt

8 Level (2700/48000 XP for level-up) Crafter. Tech hound Background Wood Elf Race / Species / Heritage Chaotic Neutral Alignment
Fey Wanderer
Level 8
Hit Dice: 7/8
1d10+2 Class 1

STR
10
+0
DEX
19
+4
CON
15
+2
INT
14
+2
WIS
14
+2
CHA
8
-1
91
Hit Points
+4
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
40
Speed (walk/run/fly)
15
Passive Perception
Spellcasting ...
+5 Attack mod
WIS Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+3 Strength
+7 Dexterity
+2 Constitution
+2 Intelligence
+2 Wisdom
-1 Charisma
saving throws
+4 Acrobatics DEX
+2 Animal Handling WIS
+2 Arcana INT
+0 Athletics STR
+2 Deception CHA
+2 History INT
+5 Insight WIS
-1 Intimidation CHA
+5 Investigation INT
+8 Computers INT
skills
+2 Medicine WIS
+5 Nature INT
+5 Perception WIS
-1 Performance CHA
+2 Persuasion CHA
+2 Religion INT
+4 Sleight of Hand DEX
+7 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortblade +7 DEX 1d6+4 piercing
 finesse, light
Light Pistol +7 DEX 1d6+4 piercing
 Adaptable, light, range 50/150
Short Rifle +7 DEX 1d8+4 piercing
 ammunition, (8 shots), reload, range 70/210
Attacks

Spell Book

Darkvision
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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.

Elven Lineage (Wood-elf)
1st level: Your Speed increases to 35 feet. You also know the Druidcraft cantrip
3rd level: Longstrider
5th: Pass without Trace

Fey Ancestry
You have advantage on saving throws against being charmed.

Favored Enemy
You always have the Hunter's Mark spell prepared.

You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.

The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table. (pg 120 2024 PB)

DEFT EXPLORER
Expertise: Computers
You can also speak, read, and write two additional languages of your choice.

Roving
Your walking speed increases by 10 while you aren't wearing heavy armor, and you gain a climbing speed and a swimming speed equal to your walking speed.

Two-Weapon Fighting (Fighting style)
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Dual Wielder (GM free origin Feat)
You become an expert at dual wielding weapons.

  • Increase your Strength or Dexterity by 1, to a maximum of 20.

  • You can use two-weapon fighting with one-handed weapons, even if they don’t have the light property.

  • You can draw or put away two one-handed weapons in the same motion it would normally take draw or put away only one weapon.


Tough (Origin Feat)
Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.

Dreadful Strikes
At 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.

The extra damage increases to 1d6 when you reach 11th level in this class.

Otherworldly Glamour
Additionally at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in one of the following skills of your choice: Deception

Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.

Beguiling Twist
Beginning at 7th level, the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.

In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

Features & Traits
Medium trooper armor (Disadvantage Stealth)
2 short blades
Short rifle
Cloak

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 150, Platinum: 0 Money
Languages: Common, English, Elvish, Dwarvish, Comm Protocol, Halflling
Tool Proficiencies: Gunsmith's Tools, Vehicle (Planetary) EG, Hacker's Kit

Languages & Proficiencies
Feywild Gift

You faintly smell of cinnamon, nutmeg, or another comforting herb or spice.
Cool neck pillow. Snore sticks.

Spells:

Elven lineage: Druidcraft, Longstrider (1/day), Pass without Trace (1/day)
Fey Wanderer: Charm Person, Misty Step
Ranger: Hunter's Mark (3/day)
Prepared: Black Hat, Silence, Spike Growth, Tracker Drone, Enhance Ability, Barkskin,

Notes


™ & © 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.

Statblocks for race/species of the character.

PHB, Homebrew, MotM

Elf

The elves of Cisum are are almost as common as humans. The high elves and wood elves are most common among the mainland continents, but a few small elfhames are present among the islands of the Acapellago and beyond. Mostly, the elves of the island nations are island elves. Elves maintain their own towns and cities, but many among the islands live amongst their island neighbors. They enjoy a variety of work and often excel as artists in one form or another. Elves are one of, if not the, longest-lived races on Cisum. This longevity often means an elf is slow to make friends and enemies alike. It also means they are slow to forget them. Elves often favor diplomacy over violence, but do not mistake that for ineptitued in combat.

If playing with achievements and milestones, choosing this race at character creation grants the player the achievement "Who Wants to Live Forever."

ability score increase: Your Dexterity increases by 2. See subraces for an additional ability increase. Alternatively, increase one score by 2 and another by 1, or three scores by 1.
age: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and an live to be 750 years old.
alignment: Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile to the Land Down Under has made them vicious and dangerous. Drow are more often evil than not.
Size: Medium
speed: Your base walking speed is 30ft.
Languages: You can speak, read, and write Common and Elvish.
race features:

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. 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.

Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. The common word for such meditation is "trance." While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Subrace. Ancient divides among the elven people resulted in four main subraces: high elves, wood elves, island elves, and dark elves (drow). Choose one of these subraces.

High Elf

As a high elf, you have a keen mind and a mastery of at least the basics of magic.

Ability Score Increase. Your Intelligence score increases by 1.

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

Extra Language. You can speak, read, and write one extra language of your choice.

Wood Elf

As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests.

Ability Score Increase. Your Wisdom score increases by 1.

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Fleet of Foot. Your base walking speed increases to 35 feet.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Island Elf

As an island elf, you are an excellent swimmer and fisher, with some familiarity with sailing.

Ability Score Increase. Your Charisma score increases by 1.

Island Elf Weapon Training. You have proficiency with rapiers, shortswords, shortbows, and spears.

Coastal Resident. You have a swim speed equal to your base walking speed. You also gain proficiency with water vehicles and advantage on Nature skill checks when made in relation to coastal areas.

Dark Elf (Drow)

Descended from an earlier subrace of elves, the drow were banished from the surface world for following the Black Magic Woman down the path of evil.

Ability Score Increase. Your Charisma score increases by 1.

Superior Darkvision. Your darkvision has a radius of 120 feet.

Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this traing and regain the ability to do so after you finish a long rest. When you reach 5th leve, you can cast the darkness spell once with this traing and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Druidcraft

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 30 feet
Duration Instantaneous
Components V, S

Whispering to the spirits of nature, you create one of the following effects within range.

  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.

 

Class(es): Vujinn'ka

Level 1 Spells

SRD

Longstrider

1-level Transmutation

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: A pinch of dirt, or focus
Duration: 1 hour
You touch a creature. The target’s speed increases by 10 feet until the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Artificer, Bard, Druid, Ranger, 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

Hunter's Mark

1-level Divination

Casting Time 1 action
Range 90ft
Duration Concentration, 1 hour
Components V

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.

Class(es): Vujinn'ka

Level 2 Spells

Esper Genesis Core Manual

Black Hat

2-level Divination

Casting Time: 1 action
Range/Area: Self
Duration: Concentration, up to 1 minute
You’re able to quickly analyze electronic data and transmissions within a computer system. You gain advantage on all Intelligence checks made using a hacker’s kit to break data encryption or security within an unfamiliar system. This power also allows you to hack into and break through rank 2 and lower warding talents such as magnetic seal or programmed trigger by making an Intelligence check using a hacker’s kit against the owner’s channeling or forging save DC.
At higher levels: When you use this power at rank 3 or higher, you can hack into the effects of talents or techniques used to ward electrical systems such as system lock. The target power’s rank must be equal to or lower than the rank at which you choose to activate this power.
Available for: Melder, Engineer, Hunter

PHB

Pass Without Trace

2-level Abjuration

Casting Time 1 Action
Range Self
Duration up to 1 Hour
Components V, S, M
Materials ashes from a burned leaf of mistletoe and a sprig of spruce

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Class(es): Druid, Ranger, Cleric (Trickery Domain), Monk (Way of Shadow)

PHB

Spike Growth

2-level Transmutation

Casting Time 1 Action
Range 150 feet
Duration Concentration, Concentration, up to 10 minutes
Components V S M
Materials (seven sharp thorns or seven small twigs, each sharpened to a point)

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Class(es): Cleric, Druid, Ranger

Area of Effect20-foot Radius
2d4 Piercing Damage

Misty Step

2-level Conjuration

Casting Time 1 bonus action
Range Self
Duration Instantaneous
Components V

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Class(es): Vujinn'ka

Silence

2-level Illusion (ritual)

Casting Time 1 action
Range 120ft
Duration Concentration, 10 minutes
Components V, S

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range.

Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it.

Casting a spell that includes a verbal component is impossible there.

Class(es): Eldrani (Protectorate), Eldrani (Oracle), Fluxxer (Chrysalis), Fluxxer (Vortex), Vujinn'ka (Hexálkin), Vujinn'ka (Ya-Sherái)

PHB

Enhance Ability

2-level Transmutation

Casting Time 1 Action
Range Touch
Duration Concentration, Up to 1 hour
Components V, S, M
Materials fur or a feather from a beast

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

  • Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
  • Bull's Strength: The target has advantage on Strength checks, and its carrying capacity doubles.
  • Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
  • Eagle's Splendor: The target has advantage on Charisma checks.
  • Fox's Cunning: The target has advantage on Intelligence checks.
  • Owl's Wisdom: The target has advantage on Wisdom checks.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Class(es): Artificer, Bard, Cleric, Druid, Sorcerer

Level 3 Spells

Player's Handbook p221

Charm Person

1-level Enchantment

Casting Time: 1 Action
Range/Area: 30ft
Components: V, S
Duration: 1 Hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Available for: Bard, Druid, Sorcerer, Warlock, Wizard, Trickery Domain

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


Created by

Elizabel.

Statblock Type

Character Sheet (latest)

Link/Embed