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Olint

8 Level (0/48000 XP for level-up) Background Wood elf Race / Species / Heritage Alignment
Fighter
Level 8
Hit Dice: 8/8
1d10+2 Class 1

STR
10
+0
DEX
20
+5
CON
14
+2
INT
14
+2
WIS
12
+1
CHA
13
+1
63
Hit Points
+5
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
2 / 2
Arcane Shot
+6 Expertise Bonus
+3 Proficiency Bonus
+3 Strength
+5 Dexterity
+5 Constitution
+2 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+8 Acrobatics DEX
+1 Animal Handling WIS
+2 Arcana INT
+3 Athletics STR
+1 Deception CHA
+2 History INT
+1 Insight WIS
+1 Intimidation CHA
+2 Investigation INT
skills
+1 Medicine WIS
+5 Nature INT
+4 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+2 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

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

all armour and shields
simple and melee weapons

Languages & Proficiencies
Fighting style - Archery +2 to attack rolls

Arcane shot (on subclass features) - Grasping Arrow, Bursting Arrow, Piercing Arrow

Notes


™ & © 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.

The statblocks of your Weapons, armor and other important/magical equipment

Leather Armor

Armor (Light)

Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis.
Light 11 + Dex Modifier No

Cost: 10 gp
Weight: 10 lb

Longbow

Weapon

Common

Ammunition, Heavy, Two-Handed

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

Cost: 50 gp
Weight: 2 lb

Rapier

Weapon

Common

Finesse

Type Damage Damage Range
Martial Melee 1d8 Piercing

Cost: 25 gp
Weight: 2 lb

DnD 5e SRD

Dagger

Weapon

Common

Finesse, Light, Thrown

Type Damage Damage Range
Simple Melee 1d4 Piercing 20/60 ft

Cost: 2 gp
Weight: 1 lb

The statblocks of your class features

Fighter

Level Proficiency Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Martial Archetype Feature
8th +3 Ability Score Improvement
9th +4 Indomitable (one use)
10th +4 Martial Archetype Feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (two uses)
14th +5 Ability Score Improvement
15th +5 Martial Archetype Feature
16th +5 Ability Score Improvement
17th +6 Action Surge (two uses), Indomitable (three uses)
18th +6 Martial Archetype Feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)
Hit Dice: 1d10 per Fighter level
Hit Points At 1st Level: 10 + your Constitution modifier
Hit Points At Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
Armor Proficiencies: All armor, shields
Weapon Proficiencies: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
  Starting Equipment: You start with the following equipment, in addition to the equipment granted by your background:
  • (a) chain mail or (b) leather armor, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
Fighting Style
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.   Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.   Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.   Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
 
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge - 2nd Level
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.   Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Martial Archetype - 3rd Level
You choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement - 4th Level
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack - 5th Level
You can attack twice, instead of once, whenever you take the Attack action on your turn.   The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Indomitable - 9th Level
You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.   You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Extra Attack - 11th Level
You can attack three times, instead of twice, whenever you take the Attack action on your turn.   The number of attacks increases to four when you reach 20th level in this class.
Extra Attack - 20th Level
You can attack four times, instead of three, whenever you take the Attack action on your turn.

Martial Archetypes

Arcane Archer

Arcane Archer

An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
Battle Master

Battle Master

Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.
Cavalier

Cavalier

The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.
Champion

Champion

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Eldritch Knight

Eldritch Knight

The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter’s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.
Gunslinger

Gunslinger

Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.   However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.   This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.   Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.
Samurai

Samurai

The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield or die fighting.
Prescient Knight

Prescient Knight

The prescient knight is the culmination of long years of study, practice, and dedication to the craft of combat divination by those seeking the ultimate martial expression of that art. Their ability to meld martial prowess with combat divination makes them a formidable force on the field of battle.

Arcane Archer

Fighter Level Feature
3rd Arcane Archer Lore, Arcane Shot (2 options)
7th Curving Shot, Magic Arrow, Arcane Shot (3 options)
10th Arcane Shot (4 options)
15th Ever-Ready Shot, Arcane Shot (5 options)
18th Arcane Shot (6 options, improved shots)
Arcane Archer Lore - 3rd Level
You learn magical theory or some of the secrets of nature — typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.
Arcane Shot - 3rd Level
You learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see “Arcane Shot Options” below).   Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.   You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.
Magic Arrow - 7th Level
You gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.
Curving Shot - 7th Level
You learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
Ever-Ready Shot - 15th Level
Your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.
Arcane Shot Options
The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.   If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.   Banishing Arrow
You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.   After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.   Beguiling Arrow
Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.   The psychic damage increases to 4d6 when you reach 18th level in this class.   Bursting Arrow
You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.   The force damage increases to 4d6 when you reach 18th level in this class.   Enfeebling Arrow
You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.   The necrotic damage increases to 4d6 when you reach 18th level in this class.   Grasping Arrow
When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.   The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.   Piercing Arrow
3 You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.   The piercing damage increases to 2d6 when you reach 18th level in this class.   Seeking Arrow
Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.   The force damage increases to 2d6 when you reach 18th level in this class.   Shadow Arrow
You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.   The psychic damage increases to 4d6 when you reach 18th level in this class.

Piercer

You have achieved a penetrating precision in combat, granting you the following benefits:
• Increase your Strength or Dexterity by 1, to a maximum of 20.
• Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.
• When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Player's Handbook, Wizards of the Coast, p. 150

Arrows (20)

Ammunition Common

Cost: 1 GP (5 CP per arrow) Weight: 1 lb. / 0.5 kg (0.05 lb. / 0.025 kg per arrow)


 

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Name Prestidigitation School Transmutation
Spell Level 0 Range 10 feet
Casting Time 1 Action Duration Up to 1 hour
Components V, S Materials None
Ritual No Concentration No
Description
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:   -You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
-You instantaneously light or snuff out a candle, a torch, or a small campfire.
-You instantaneously clean or soil an object no larger than 1 cubic foot.
-You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
-You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
-You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.   If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

 
Name Thorn Whip School Transmutation
Spell Level 0 Range 30 feet
Casting Time 1 Action Duration V, S, M
Components the stem of a plant with thorns Materials None
Ritual No Concentration No
Description
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.   At higher level   This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

 

Level 1 Spells

Name Longstrider School Transmutation
Spell Level 1 Range Touch
Casting Time 1 Action Duration 1 hour
Components V, S, M Materials a pinch of dirt
Ritual No Concentration No
Description
You touch a creature. The target’s speed increases by 10 feet until the spell ends.   At higher level   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.

 

Level 2 Spells

Name Pass Without Trace School Abjuration
Spell Level 2 Range Self
Casting Time 1 Action Duration Up to 1 hour
Components V, S, M Materials ashes from a burned leaf of mistletoe and a sprig of spruce
Ritual No Concentration Yes
Description
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.

 

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

Wood Elf Magic


Prerequisite: Elf (wood)

You learn the magic of the primeval woods, which are revered and protected by your people.
• You learn one druid cantrip of your choice.
• You also learn the long strider and pass without trace spells, each of which you can cast once without expending a spell slot.
• You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells

Dungeoneer’s Pack

Adventuring Gear

Common

Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 12 gp

Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
• Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
• Your ranged weapon attacks ignore half cover and three-quarters cover.
• Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.


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