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Sabella Locke

5 Level (0/14000 XP for level-up) Noble Background Warforged Race / Species / Heritage Neutral Good Alignment
Ranger (Hunter)
Level 3
Hit Dice: 3/3
1d10+3 Class 1
Cleric (Life Domain)
Level 2
Hit Dice: 2/2
1d8+3 Class 2

STR 6

-2

DEX 15

+2

CON 16

+3

INT 10

+0

WIS 15

+2

CHA 15

+2

47
Hit Points
+2
Initiative (DEX)
10
Armor Class (AC)
+3
Prof. Bonus
30
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
+1 Strength
+5 Dexterity
+3 Constitution
+0 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+0 Arcana INT
+1 Athletics STR
+2 Deception CHA
+3 History INT
+5 Insight WIS
+5 Intimidation CHA
+3 Investigation INT
skills
+5 Medicine WIS
+0 Nature INT
+5 Perception WIS
+2 Performance CHA
+5 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Sniper +5 DEX 1d10+2 Piercing
 Two-Handed, Heavy, Range (150/600)
Knife -2 STR
 One-Handed, Light, Melee
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Guidance +5 1 action Touch Concentration, up to 1 min VS
 Notes:You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Light +5 1 action Touch 1h VS
 Notes:You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Resistance +5 1 action Touch Concentration, up to 1 min VSM
 Notes:You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +5 1 action Touch Instant 1d8+4 VS
 Notes: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.
Detect Magic +5 1 action Self Concentration, up to 10mins VS
 Notes:For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Inflict Wounds +5 1 action Touch Instant 3d10 VS
 Notes:Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

CLERIC (LIFE DOMAIN)


Bonus Proficiency


When you choose this domain at 1st level, you gain proficiency with heavy armor.



Disciple of Life


Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.



Channel Divinity: Preserve Life


Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.


As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.



Channel Divinity: Turn Undead


As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.


A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.



Harness Divine Power (Optional)


At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.




NOBLE


Position of Privilege


Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.




RANGER (HUNTER)


Favored Enemy


Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.


Choose two types of favored enemies: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid as favored enemies.



You gain:


Advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.


One extra damage dice of the weapon used when you hit a favoured enemy.


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 5th, 14th and 17th levels. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.



Natural Explorer


Also at 1st level, you are particularly familiar with some types of natural environments and are adept at traveling and surviving in such regions. Choose two types of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, urban, or the Underdark. 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 an additional favored terrain type at 6th and 10th, 16th levels.



Deft Explorer (Optional if you do not want natural explorer)


This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.


You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.



Canny (1st Level)


Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.


You can also speak, read, and write 2 additional languages of your choice.


Roving (6th Level)


Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.


Tireless (10th Level)


As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.



Fighting Style


At 2nd level, you adopt particular styles of fighting as your specialty. Choose two of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. You can choose another fighting style at 9th and 15th level.



Archery.


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



Acute Observation


Beginning at 3rd level, you can look around for 1 minute and learn if some of your favourite enemies are in the area without rolling anything. You can do a Wisdom (Survival) to guess the number of creatures and how long it has been since they left. For 1 hour, you can track them without rolling Survival checks. You can do this two times per long rest.



HUNTER


Natural Hunter


At 3rd level, when attacking an unaware target or one in the proximity of one of your allies, or if you have advantage on your hit roll, you can do a sneak attack. This adds 1d6 damage of the weapon used to your first attack, ranged or melee. The extra damage becomes 2d6 at 6th ranger level, 3d6 at 12 ranger level, and 4d6 at 16 ranger level.


Moreover, you gain expertise in Stealth or Nature.



Hunter's Prey


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.





WARFORGED


Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:


You don’t need to eat, drink, or breathe.


You are immune to disease and poison.


You don't need to sleep, and magic can't put you to sleep.



Maintenance. You do not age nor have to care for yourself the same way as others, but you still need to maintain your physicality daily to stay optimal. You have proficiency in one tool that fits your composition best (tinker’s tools, potter’s tools, carpenter’s tools, smith’s tools, etc.).



Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.



Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.



Built List


Building Material: Fragile


Quality: Excellent


Other Properties


Aesthetically Perfect:


You were made to look like beauty incarnate, to play the part of a living piece of art.


Advantage on Performance checks when your features are visible // Disadvantage on Stealth checks when your features are visible


Ball Jointed


You are not restrained in your movement by the usual articulation limits.


The possibility to make movements that biological beings cannot (turn your head 360 degrees, etc.) // Advantage on Acrobatics checks // Advantage on Perception checks


Fully Articulated


You have the same articulations as typical biological beings.


The possibility to pass as a biological being


Permeable


You are not made to be in contact with water or any liquid.


Vulnerability to water & liquid // Inability to swim


Reborn


You were once a biological being and your soul was transferred inside this body after your death.


Proficiency in one Charisma, Intelligence or Wisdom skill of your choice




Features & Traits

Mana potion (x1)


Aloe Vera, Blue and white flower, green plant


Helerona's book




Equipment Copper: 75, Silver: 40, Electrum: 0, Gold: 1, Platinum: 0 Money
Armor: Light armor, medium armor, shields
Languages: Common, Halfling, Gnomish, Kalayaan Cipher
Tool: Card games
Weapons: Simple weapons, martial weapons

Languages & Proficiencies

Inspiration points: 15





Notes


™ & © 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

Sniper

Firearm

Rare

Two-Handed, Range, Heavy, Ammunition, Loading (1 shot)

You can use Dexterity or Strenght for this weapon.

Type Damage Damage Range
Martial Ranged 1d10 Piercing 150/600

Cost: 500 gold
Weight: 15 lbs

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Warforged

ability score increase: Customisable (see below)
age: Unknown
alignment: Usually Neutral
Size: Medium
speed: 30 ft.
Languages: Common & One Additional Language
race features:
Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits: You don’t need to eat, drink, or breathe. You are immune to disease and poison. You don't need to sleep, and magic can't put you to sleep. You are immune to magical aging effects.   Maintenance. You do not age nor have to care for yourself the same way as others, but you still need to maintain your physicality daily to stay optimal. You have proficiency in one tool that fits your composition best (tinker’s tools, potter’s tools, carpenter’s tools, smith’s tools, etc.).   Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.   Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.  

BUILDING DESIGN

When you finish choosing your building material, quality, and other propertie(s) according to the following instructions, addition them all to know your ability score increases and/or decreases, and other potential effects. When you have both advantage and disadvantage in something, they cancel each other out.   Building Material
Only choose the type or category of material that you are mainly built with.
  • Extremely Fragile (Normal Glass, Crystal): Disadvantage on Strenght-based checks // -2 to Strenght
  • Fragile (Porcelain, Ceramic, Soft Wood): - 2 to Strenght
  • Somewhat Solid (Tempered Glass, Wood, Soft Metal, Gems): -1 to Strenght
  • Solid (Hardwood, Metal, Rocks, Strong Gems): +1 to Strenght
  • Sturdy (Hard Metal, Hard Rocks): +2 to Strenght
  • Armored (Heavy Plating, Armored Metal): Advantage on Strenght-based checks // +2 to Strenght
  Quality
Choose the quality of your build and/or material.  
  • Poor: Disadvantage on Constitution checks // -2 to Constitution
  • Mediocre: -2 to Constitution
  • Decent: -1 to Constitution
  • Good: 1 to Consitution
  • Excellent: 2 to Constitution
  • Perfect: Advantage on Constitution checks // 2 to Constitution
  Other Properties
You can choose a maximum of five properties. You are obliged to take at least one property relating to your warforged overall mobility/agility (wheels/tracks instead of legs, barely articulated, flexible, fully articulated, ball jointed).   Aesthetically Perfect:
  • You were made to look like beauty incarnate, to play the part of a living piece of art: +1 to Charisma // Advantage on Performance checks when your features are visible // Disadvantage on Stealth checks when your features are visible
  Aquatic
  • You were made to operate underwater: Swimming speed double your normal speed // 60 ft darkvision // No disadvantage when fighting underwater // Resistance to chill damage
  Ball Jointed
  • You are not restrained in your movement by the usual articulation limits: Possibility to make movements that biological beings cannot (turn your head 360 degrees, etc.) // Advantage on Acrobatics checks // Advantage on Perception checks
  Barely Articulated
  • You have the major articulations a biological being has (elbows, wrists, neck, knews, etc.) but none of their finer articulations (hands/feets not articulated for exemple) and your spine barely allows you to bend or turn: Disadvantage on Dexterity-based checks // Disadvantage on Athletic checks
  Battle Build
  • You were built to fight the wars of biological beings: +2 in Constitution // Advantage on Strenght-based checks
  Chargeable
  • You were built with a battery and need to recharge with whatever your battery needs to be mobile: Advantage on attacks and skill checks when your battery is between 100% and 96% // Advantage on skill checks when your battery is between 95% and 90% // Halved speed when your battery is at 20% // Disadvantage on any skill checks when your battery is at 15% & speed is also halved // Disadvantage on any skill checks and attacks when your battery is at 10% & Speed is also halved // Disadvantage on any skill and ability checks and attacks when your battery is at 5% & Speed is also halved // The condition Incapacitated but still conscious when your battery is at 0% & gain two points of exhaustion after you are recharged
  Compact
  • You were made to be transported anywhere with ease: Possibility to change your height from Medium to Small and vis-versa in an action (5 seconds) // - 1 to Strenght
  Deceptive
  • You were made to look identical to a biological being: Capacity to pass as a member of the race you are based on // Ability score increases of the race you are based on
  Detachable
  • You can disassemble yourself without issue or damage: Possibility to detach some of your parts and still use them as if they were connected to your body if you are within 120 ft of them
  Dexterous Tasks
  • You were made to accomplish meticulous tasks: Advantage on Dexterity-based checks // +2 Dexterity
  Enhanced Senses
  • Your senses were enhanced by design: +2 to Perception & Passive Perception
  Extra Limbs
  • You have an extra pair of arms (or another limb, talk with your DM): Possibility to do melee weapons with two weapons in one attack // +1 to Strenght
  Flexible
  • You were made out of flexible material to be unnaturally flexible: Obliged to take the somewhat solid building material category // Possibility to fit in places that beings of your shape and size normally cannot with a Dexterity check // Resistance to bludgeoning damages
  Fully Articulated
  • You have the same articulations as typical biological beings: Possibility to pass as a biological being // +1 to Dexterity
  Generally Articulated
  • You have similar articulations as typical biological beings, but it looks a bit unnatural: Possibility to pass as a biological being if covered
  Intellectual Tasks
  • You were built to gather as much information as you can and find solutions to complex problems: Proficiency in History, Religion, Medicine, Nature or Arcana (choose only one, your specialization) // +2 to Intelligence // +1 to Wisdom
  Magical
  • Your existence came to be through magical means: Proficiency in Arcana // +1 to your Spellcasting DC
  Manual Tasks
  • You were made to execute tedious manual tasks: Advantage on Strenght-based checks // +2 to Strenght
  On Wheels or Tracks
  • You do not have legs. Instead, you have wheels or tracks to move around: 50ft. Speed // Disadvantage on Stealth checks // Inability to swim
  Permeable
  • You are not made to be in contact with water or any liquid: Vulnerability to water & liquid // Inability to swim
  Reborn
  • You were once a biological being and your soul was transferred inside this body after your death: + 2 Wisdom // Proficiency in one Charisma, Intelligence or Wisdom skill of your choice
  Scary Looking
  • Your appearance was conceived to scare or intimidate people: Proficiency in Intimidation // Advantage on Intimidation checks
  Selfmade
  • You were made by someone, then decided to modify yourself to a point that their handiwork is barely visible: +1 Intelligence // Proficiency in Technology // Proficiency in a tool’s kit of your choice
  Shapeshifting
  • You were made with the capacity to slightly shift your appearance (change eye colour, your height (still Medium), modify your general shape): Advantage in disguising yourself // Possibility to modify one aspect of yourself as a bonus action
  Technological
  • Your existence came to be through technological advancements: Proficiency in Technology // +1 to Intelligence // Obligation to take the Voice Box property
  Voice Box
  • Your voice does not come naturally, it is made through a voice box: Possibility to change your voice every short or long rest // Possibility to silence yourself as a bonus action
  Waterproof
  • You are not made for water, but you are not incapacitated by it either: Water or similar liquid cannot infiltrate your body
  Wooden
  • You are mainly made out of wood: Vulnerability to fire and necrosis // Proficiency on Nature checks // + 1 Strenght
  Winged
  • You were made with functioning wings: Flight speed of 50 ft // Ability to stay in the air for 2 hours without rest
Description:
The maximum lifespan of the warforged is a mystery; so far, warforged have shown no signs of deterioration due to age.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Guidance

0-level (Cantrip) Divination

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

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Class(es): Cleric, Druid

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


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