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Qibalar Fidenar

3 Level (0/2700 XP for level-up) Outlander Background Wood Elf Race / Species / Heritage He/Him Alignment
Ranger
Level 3
Hit Dice: 3/3
1d10+2 Class 1

STR
13
+1
DEX
18
+4
CON
14
+2
INT
13
+1
WIS
14
+2
CHA
10
+0
28
Hit Points
+4
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
35
Speed (walk/run/fly)
3 / 3
Spell Slots
2 / 2
Favored Foe
Spellcasting ...
+4 Attack mod
WIS Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+6 Dexterity
+2 Constitution
+1 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+4 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+3 Athletics STR
+0 Deception CHA
+1 History INT
+4 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+3 Nature INT
+6 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+4 Sleight of Hand DEX
+6 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
longbow +8 DEX 1d8+4 piercing
 heavy, two-handed, range 150/600
Attacks

Spell Book

Wood Elf:
  • 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.
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
  • 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.

  • Outlander:
  • 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.

  • Ranger:
  • Favored Foe. 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.
  • Deft Explorer. You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels.
  • Canny (1st Level). Choose one of your skill proficiencies (Perception). 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.
  • Fighting Style: Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

  • Hunter Conclave:
  • 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.

  • Features & Traits
    Weapons:
  • a longbow and 30 arrows
  • two shortswords
  • a walking stick
  • a hunting trap
  • Gear:
  • studded leather armor
  • an explorer's pack
  • a moose-hide cloak
  • a spell focus (a scrimshawed piece of elk antler)

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
    Known Spells:
  • Hunter's Mark
  • Cure Wounds
  • Entangle

  • Primal Awareness Spells. You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.
  • Speak with Animals
  • Spellcasting
    Speaks Common, Elvish, Sylvan, Giant, and Celestial.
    Proficient with the harp.
    Proficient with simple and martial weapons.
    Proficient with light and medium armor and shields.

    Languages & Proficiencies
    I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I'd do it again if I had to.

    Personality Traits
    Nature. The natural world is more important than all the constructs of civilization.

    Ideals
    An injury to the unspoiled wilderness of my home is an injury to me.

    Bonds
    I am slow to trust members of other races, tribes, and societies.

    Flaws


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    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.

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    Created by

    tybarbary.

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