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Prince Squiggle in Dungeons & Dragons 5e

Prince Squiggle

6 Level (0/23000 XP for level-up) Background Bunny Rabbit Race / Species / Heritage Alignment
animal companion
Level 6
Hit Dice: 6/6
1d8+2 Class 1

STR 14

+2

DEX 14

+2

CON 15

+2

INT 8

-1

WIS 14

+2

CHA 11

+0

32
Hit Points
+2
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
40
Speed (walk/run/fly)
15
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+5 Dexterity
+2 Constitution
-1 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+5 Acrobatics DEX
+2 Animal Handling WIS
-1 Arcana INT
+2 Athletics STR
+0 Deception CHA
-1 History INT
+2 Insight WIS
+0 Intimidation CHA
-1 Investigation INT
skills
+2 Medicine WIS
-1 Nature INT
+5 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Charge +2 STR 1d6+2
 can be added to a successful Maul attack if you move 20ft to attack. DC11 strength saving or enemy is knocked prone
Maul +5 STR 1d8+2+2 slashing
Bite +5 STR 1d4+2 piercing
Sword (dagger) +2 DEX 1d8+2 piercing
Attacks
Melangell can use your action to verbally command Prince Squiggle to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, he takes the Dodge action.
Prince Squiggle can move stealthily at a normal pace.
Darkvision 60 ft.,
Passive Perception 12

Features & Traits
POTIONS
Red potion - is fire potion
Fire Giant strength potion
Flying potion
Shrinking potion x2
tiny vial of potion (tiny for squiggles) stuck to label. makes drinker big. eat vial.

BOOKS
Way Of The Rabbit Book
Scroll on fey and portals, carrot growing with parsley.
Sylvan Books from whisps. snack grows - herbs, seasons for herbs, violent forms of battle. 1 about transportation to fae world

THINGS
Ornate silver dagger (sword)
Satchel - magic?

coins from different currencies

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


™ & © 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

Armour of the Warrior Bunny

Armor

Legendary Requires Attunement

This armour perfectly fits one particular bunny rabbit.   While this armour does its job and makes it harder to hurt this bunny it also makes this bunny VERY attention grabbing!   While wearing this armour Prince Squiggle has disadvantage on stealth checks, but he grants advantage to stealth checks done between 10 ft and 30 ft away from him as he draws all eyes to him.

Type AC STR Req. Stealth Dis.
+2 Yes


Beads of talking

Adventuring Gear

Varies Requires Attunement

This item must be worn. Once worn the wearer can concentrate and comunicate directly with one or more person who is also wearing one of the beads. Set of seven, 1 missing so only six in the box.


Sandals of Water Walking

Adventuring Gear

Varies Requires Attunement

This item allows the wearer to walk on water as if on land.


The Nope Stick

Wand

Varies

If you tap a humanoid creature with this stick and say the word ‘No’ in a firm voice they will stop their action and remain frozen for a minute. Once the creature has been tapped once they are immune to the effects.


The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

PHB, page 251

Hunter's Mark

1-level Divination

Casting Time 1 Bonus Action
Range 90 ft
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): Ranger

Playeres hand book

Speak with animals

1-level Divination (ritual)

Casting Time 1 action
Range Self
Duration 10 minutes
Components Verbal and Semantic
Materials N/A

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM’s discretion.

Class(es): Bard, Druid, Ranger

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

UA

Wild Cunning

1-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects:
  • If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again.
  • If there is edible forage within range, you know it and where to find it.
  • If there is clean drinking water within range, you know it and where to find it.
  • If there is suitable shelter for you and your companions within range, you know it and where to find it.
  • Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption.
  • Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.
Available for: Druid, Ranger

Level 2 Spells

SRD

Hail of Thorns

1-level Conjuration

Casting Time: 1 bonus action
Range/Area: self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
Available for: Ranger

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


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