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Averil Scorn

12 Level (0/120000 XP for level-up) Haunted one Background Wood elf Race / Species / Heritage Neutral good Alignment
Ranger
Level 5
Hit Dice: 5/5
1d10+2 Class 1
Rogue
Level 7
Hit Dice: 7/7
1d8+2 Class 2

STR
10
+0
DEX
20
+5
CON
14
+2
INT
12
+1
WIS
16
+3
CHA
10
+0
83
Hit Points
+5
Initiative (DEX)
21
Armor Class (AC)
+4
Prof. Bonus
35/65
Speed (walk/run/fly)
Spellcasting ...
+7 Attack mod
WIS Ability
+3 Abi Mod
15 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+4 Strength
+9 Dexterity
+2 Constitution
+1 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+5 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+4 Athletics STR
+8 Deception CHA
+1 History INT
+11 Insight WIS
+0 Intimidation CHA
+9 Investigation INT
skills
+3 Medicine WIS
+1 Nature INT
+11 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+5 Sleight of Hand DEX
+13 Stealth DEX
+11 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longbow +9 DEX 1d8+5 piercing
  Ammunition, Heavy, Range, Two-Handed
Sword of the Deep +11 DEX 1d6+5 slashing
 Finesse
Attacks

Spell Book

Fighting style - Archery - +2 to ranged attack rolls

Favoured Enemy - You are adept at focusing your ire on a single foe. You always have the Hunters mark spell prepared, and it doesnt count against your number of prepared spells. You also dont have to concentrate on the spell once you cast it, it remains active for it's full duration unless you are knocked unconsious or end it as a bonus action.

Ranger subclass - Hunter -
3rd level - Hunters prey - your tenacity can wear down even the most resiliant foes, when you hit a creature with a weapon or unarmed strike as part of your attack action on your turn, the attack does an extra 1d8 damage to the target if it is missing any hit points, you can only deal this damage once per turn.

Extra attack-
Beginning at 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.

Uncanny Dodge
Starting at 5th level, 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.

Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect 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.

Gunner - +1 in Dex., proficiency with firearms, ignore loading property of firearms and no disadvantage to attacks within 5 ft.

Features & Traits
explorers kit, longbow, rapier, studded leather armor.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 250, Platinum: 0 Money


™ & © 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

Studded Leather Armor

Armor
Piercing Resistance
Common

A light chest piece fashioned with a series of small metal studs.
It is favored by those who wish to seek protection from piercing attacks.

Type AC STR Req. Stealth Dis. Properties
Light 12 + DEX

Cost: Padded Lining x2, Leather Straps x 2, Reinforced Rivets x 3, Hardened Leather x 2


 

DnD 5e SRD SRD

Longbow

Ranged Weapon Ammunition, Heavy, Two-Handed Common

Type Damage Damage Range Properties
Martial 1d8 Piercing 150/600 ft Ammunition, Heavy, Two-Handed

Cost: 50 gp Weight: 2 lb


 

DnD 5e SRD SRD

Rapier

Melee Weapon Finesse Common

Type Damage Damage Range Properties
Martial 1d8 Piercing Finesse

Cost: 25 gp Weight: 2 lb


 

The statblocks of your class features

Poisoner

You can prepare and deliver deadly poisons, granting you the following benefits:

  • When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
  • You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
  • You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.

 

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.
  • Before you make a ranged weapon attack with a ranged weapon you are proficient with, you can choose to take a penalty on your attack roll which sees you not adding your Proficiency Bonus to your attack roll, and gaining a bonus to damage for this attack equal to double your Proficiency Bonus. This option may not be selected if your target is at point blank range.

 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Wood Elf

Ability Score Increase +2 Dex, +1 Wis
Size Medium
Speed 35ft.

Age: Elves reach physical maturity when they reach their late teens to early twenties. But considering their long lifespans of multiple centuries they consider reaching mental maturity when the've ventured out beyond their home lands. Most Elves claim to reach this when they're around 100 years old.   Size: Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.   Darkvision: When you're in dim light as an Elf you can see for 60ft. as if it was in bright light and in darkness as if it were dimly light. You can't discern colors in darkness only shades of grey.   Keen Senses: As an Elf you gain proficiency in perception checks.   Fey Ancestry: you have advantage on saving throws against being and charmed and magic is unable to put you to sleep.   Trance: Elves get a special ability where they don't need to sleep, instead they can go into a meditative state where they're semiconscious. This state is most commonly referred to, by most non-elf races, as a "trance". When an Elf is in this "trance" for 4 hours they gain the same benefits as human sleeping for 8 hours.   Elf Weapon Training: You have proficiency with Longswords/bows and Shortswords/bows   Fleet of Foot: As a nimble wood elf you're faster then other elves, making you're base walking speed 35ft.   Mask of the Wild: You can make an attempt to hide even where you're only lightly obscured by natural phenomena, eg: foliage, heavy rain, falling snow, mist, etc.

Languages. Common, Elvisch

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

PHB

Hunter's Mark

1-level Divination

Casting Time 1 Bonus Action
Range 90 feet
Duration Concentration, Concentration, up to 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): Paladin, Ranger

Weapon Attack Damage+ 1d6

PHB

Ensnaring Strike

1-level Conjuration

Casting Time 1 Bonus Action
Range Self
Duration Concentration, Concentration, up to 1 minute
Components V

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can us its action to make a Strength check against your spell save DC. On a success, the target is freed.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Class(es): Paladin, Ranger

Saving ThrowStrength
1d6 Piercing Damage

PHB

Speak with Animals

1-level Divination (ritual)

Casting Time 1 Action
Range Self
Duration 10 minutes
Components V S

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 DM's discretion.

Class(es): Bard, Cleric, Druid, Paladin, 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

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


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