Build and run your Dungeons & Dragons 5e campaign on World Anvil!

START NOW

FinTan of the Pooles in Dungeons & Dragons 5e

FinTan of the Pooles

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

STR 10

+0

DEX 18

+4

CON 14

+2

INT 12

+1

WIS 15

+2

CHA 8

-1

42
Hit Points
+4
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
35
Speed (walk/run/fly)
15
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+3 Strength
+7 Dexterity
+2 Constitution
+1 Intelligence
+2 Wisdom
-1 Charisma
saving throws
+4 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+3 Athletics STR
-1 Deception CHA
+1 History INT
+5 Insight WIS
-1 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+5 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+1 Religion INT
+4 Sleight of Hand DEX
+7 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Favored Enemy: Aberrations/Fiends
Natural Explorer, Favored Terrain: Forest
Fighting Style: Archery (attack rolls +2)
Hunter Archetype: Colossus Slayer (+1d8 after any hit once per turn)
Speed 35 due to Mask of the Wild

Features & Traits
Start with 20 arrows in quiver
Have 12 base AC from Studded Leather, add 4 for Dex mod =16. Also have the animated shield attuned for another +2, giving 18.

Equipment Copper: 50, Silver: 70, Electrum: 0, Gold: 225, Platinum: 0 Money
Elvish, Common
Prof:
--light/medium armor, sheilds
--simple/martial weapons
Darkvision
35 base walking speed because wood elf

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
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

Shortsword

Weapon

Common

Finesse, light

Type Damage Damage Range
Martial Melee 1d6 Piercing

Cost: 10 gp
Weight: 2 lb.

https://roll20.net/compendium/dnd5e/Items:Longbow?expansion=33335

Longbow

Weapon

Common

Properties

Ammunition (Arrow), Heavy, Two-Handed

Mastery

Slow

Description


A longbow is a powerful, hand-drawn wooden bow, typically 5–6 feet (1.5–1.8 meters) tall, that shoots long feathered arrows, that is used for both massed combat and hunting.




Type Damage Damage Range
Martial Ranged 1d8 Piercing 150/600 ft

Cost: 50 GP
Weight: 2 lb

Player's Handbook

Studded Leather

Armor (Light)

Common

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Type AC STR Req. Stealth Dis.
Light 12 + Dex modifier No

Cost: 45 gp
Weight: 13 lbs

Animated Shield

Armor (Shield)

Rare Requires Attunement

Shield provides +2 AC when equipped.   Shield floats in the air when activated. So while it's considered equipped, it does not consume a hand. Two handed weapon fighting is still available, due to the nature of the shield.

A magic shield that floats above the user and provides protection. It is equipped upon the bearer's choice and will follow them throughout all combat, providing support. Since it is not held in the hand, two handed fighting is possible. It provides +2 AC.

Type AC STR Req. Stealth Dis.
Shield 2 No


The statblocks of your class features

Ranger


Hit Points

Hit Dice: d10 per Ranger level
Hit Points at first Level: 1d10
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier

Proficiences

Armor: Light armour, medium armour, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handing, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Starting Equipment

(a) scale mail or (b) leather armour (a) two shortswords or (b) two simple melee weapons (a) a dungeoneers pack or (b) an explorers 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.

FAVORED ENEMY - ABERRATIONS & FIENDS

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. With this choice, you favor creatures which are Aberrations or Fiends.

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.

NATURAL EXPLORER - FAVORED TERRAIN: FOREST

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. That favored terrain is Forest. 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.

RANGER FIGHTING STYLE - ARCHERY

At 2nd level, you adopt a particular style of fighting as your specialty. You have chosen Archery.

Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.

RANGER ARCHETYPE - HUNTER'S PREY: COLOSSUS SLAYER

Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.

Outlander

Overview:
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
Skill Proficiencies: Athletics, Stealth
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment:
A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a belt pouch containing 10 gp    

Origin

You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.  
Dice 1d10 Origin
1Forester
2Trapper
3Homesteader
4Guide
5Exile or outcast
6Bounty hunter
7Pilgrim
8Tribal nomad
9Hunter-gatherer
10Tribal marauder
 
Features:

Wanderer

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.  
Suggested Characteristics: Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.  
Personality Trait:
Dice 1d8 Personality Trait
1 I'm driven by a wanderlust that led me away from home.
2 I watch over my friends as if they were a litter of newborn pups.
3 I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I'd do it again if I had to.
4 I have a lesson for every situation, drawn from observing nature.
5 I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.
6 I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
7 I feel far more comfortable around animals than people.
8 I was, in fact, raised by wolves.
Ideal:
Dice 1d6 Ideal
1 Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2 Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good)
3 Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
4 Might. The strongest are meant to rule. (Evil)
5 Nature. The natural world is more important than all the constructs of civilization. (Neutral)
6 Glory. I must earn glory in battle, for myself and my clan. (Any)
Bond:
Dice 1d6 Bond
1 My family, clan, or tribe is the most important thing in my life, even when they are far from me.
2 An injury to the unspoiled wilderness of my home is an injury to me.
3 I will bring terrible wrath down on the evildoers who destroyed my homeland.
4 I am the last of my tribe, and it is up to me to ensure their names enter legend.
5 I suffer awful visions of a coming disaster and will do anything to prevent it.
6 It is my duty to provide children to sustain my tribe.
Flaw:
Dice 1d6 Flaw
1 I am too enamored of ale, wine, and other intoxicants.
2 There's no room for caution in a life lived to the fullest.
3 I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
4 I am slow to trust members of other races, tribes, and societies.
5 Violence is my answer to almost any challenge.
6 Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.

Ranger


Hit Points

Hit Dice: d10 per Ranger level
Hit Points at first Level: 10 + Con Mod
Hit Points at Higher Levels: 1d10 + Con Mod

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Str, Dex
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

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

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, or swamp. 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.   Defense: While you are wearing armor, you gain a +1 bonus to AC.   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.   Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.  

Ranger Archetype

At 3rd level, you choose an archetype that you strive to emulate. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.  

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.  

Ability Score Increase

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.


Starting Equipment

• (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

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
 


Subclass Options

Beast Master

Ranger's Companion

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a chaIlenge rating of 1/4 or lower (the hawk, mastiff, and panther as examples).   Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher.   The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you).   You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.   While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. lf the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.  

Exceptional Training

Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn.  

Bestial Fury

Starting at 11th level, your beast companion can make two attacks when you command it to use the Attack action.  

Share Spells

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of YOU.  

Hunter

Hunter's Prey

At 3rd level, you gain one of the following features of your choice.   Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.   Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.   Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.  

Defensive Tactics

At 7th level, you gain one of the following features of your choice.   Escape the Horde. Opportunity attacks against you are made with disadvantage.   Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.   Steel Will. You have advantage on saving throws against being frightened.  

Multiattack

At 11th level, you gain one of the following features of your choice.   Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.   Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.  

Superior Hunter's Defense

At 15th level, you gain one of the following features of your choice.   Evasion. When you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.   Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.   Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.  

Medjay

Desert Magic

Starting at 3rd level, the magic of the sands seeps into your bones. You learn an additional spell when you reach certain levels in this class, as shown in the table below. For you, these spells count as ranger spells, and do not count against your spells known.  
Ranger Level Spells
3rd create or destroy water
5th see invisibility
9th haste
13th giant insect
17th insect plague
 

Dust Devil

At 3rd level, you gain the ability to control sands around you. As a bonus action, you may cause sand, dust, small pebbles, or earth to swirl around you in a 10-foot diameter vortex. For one minute, you are lightly obscured and have half-cover, and ranged attacks made against you do so with disadvantage. Your own sight and ranged attacks are unaffected. After you have used this feature, you cannot do so again until you have completed a short or long rest.  

Eyes of the Desert

At 3rd level, the world around you communicates to you more effectively than your eyes can. Your vision is no longer hampered by swirling or blowing dust, sand, ash, snow, or similar obstructions, and you do not suffer disadvantage when attacking into, firing into, or operating in such environments.  

Desert Runner

At 7th level, you gain proficiency in Constitution saving throws. While traveling overland through an arid area, you may move at twice your standard overland speed without incurring penalties. Additionally, you have advantage on savings throws made due to dehydration or a lack of water, and you can only ever receive one level of exhaustion per day due to lack of water.  

Sandstorm

At 11th level, the sands and winds of the desert fight on your behalf. As an action, you may summon a vortex of sand and stones centered on yourself and extending five feet away from you in every direction. When you do so, you may also attack any number of creatures caught in the vortex. Each creature requires a separate attack roll; you may choose to attack them with your weapons, or with the sand and stones themselves. If you attack with the sand, it attacks with an attack bonus equal to your Wisdom modifier plus your proficiency bonus, and deals 1d12 bludgeoning damage plus your Wisdom modifier. The sandstorm dissipates at the end of your turn.  

Sirocco Winds

At 15th level, as a bonus action, you can cause your dust devil abilities to create sand vortices that make their areas heavily obscured for one round; your own sight and ranged attacks are unaffected. Additionally, when you use your action to create a dust devil or sandstorm, you may cause it to appear in any location you can see within 60 feet. When used at range in this way, the vortex created by your sandstorm ability has a diameter of 10 feet, and may be used to attack any creatures caught in its diameter.


LevelProficiency BonusSpells Known1st2nd3rd4th5thFeatures
1st+2------Favored Enemy, Natural Explorer
2nd+222----Fighting Style, Spellcasting
3rd+233----Ranger Archetype, Primeval Awareness
4th+233----Ability Score Improvement
5th+3442---Extra Attack
6th+3442---Favored Enemy and Natural Explorer improvements
7th+3543---Ranger Archetype feature
8th+3543---Ability Score Improvement, Land's Stride
9th+46432---
10th+46432--Natural Explorer Improvement, Hide in Plain Sight
11th+47433--Ranger Archetype feature
12th+47433--Ability Score Improvement
13th+584331--
14th+584331-Favored Enemy improvement, Vanish
15th+594332-Ranger Archetype feature
16th+594332-Ability Score Improvement
17th+61043331-
18th+61043331Feral Senses
19th+61143332Ability Score Improvement
20th+61143332Foe Slayer

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Elf

ability score increase: Dexterity increases by 2
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 can 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 into the Underdark has made them vicious and dangerous. Drow are more often evil than not
Size: Medium
speed: 30ft
Languages: Common, Elvish
race features:
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.   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 S hours of sleep.

Player's Handbook

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. In Faerun, wood elves (also called wild elves. green elves, or forest elves) are reclusive and distrusting of non-elves.   Wood elves' skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.
ability score increase: Your Wisdom score increases by 1.
age:
Size: Tiny
speed:
Languages:
parent race: Elf
race features:
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.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

Hunter's Mark

1-level Divination

Casting Time: 1 bonus action
Range/Area: 90ft
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.

Player's Handbook

Fog Cloud

1-level Conjuration

Casting Time: Action
Range/Area: 120 Feet
Components: Verbal, Somatic
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.

If you touch a body of water when casting this spell, you can choose a point within 240 feet of you that is in the same body of water. The spell is cast as if you were at the chosen point, but you must use your own senses.

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

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
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

Level 2 Spells

Player's Handbook (5.5e) 2024

Aid

2-level Abjuration

Casting Time: Action
Range/Area: 30'
Components: VSM
Materials: a strip of white cloth
Duration: 8 hours

Choose up to three creatures within range. Each target's Hit Point maximum & current Hit Points increase by 5 for the duration.

At higher levels:

Each target's Hit Points increase by 5 for each spell slot level above 2.

Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

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


World Anvil: The Ultimate Worldbuilding Toolset & RPG Campaign Manager

Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!

  • Speed up prep with a whole library of community statblocks you can copy (and edit!)
  • Enthrall your players with interactive maps, timelines, and a whole wiki of your world
  • Keep track of NPCs, PC character sheets, monster stats, treasure, journals, notes and more
  • Quickly look up essential info with session notes, campaign map markers, and bookmarked lore at your fingertips
  • Build your own campaign setting, or expand a prewritten campaign, with expertly created worldbuilding templates and prompts
  • Control who sees what in your worldbuilding wiki with secrets and subscriber groups
  • Collaborate with players and GMs to build the campaign setting of your dreamsĀ 
  • NEVER lose your notes!

GET STARTED TODAY!

Take the first step. Create your account. Your world and characters await!

100+ RPG systems