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Pyla

5 Level (0/14000 XP for level-up) Outlander Background Vulpine Race / Species / Heritage Chaotic Neutral Alignment
Ranger
Level 5
Hit Dice: 5/5
1d10+2 Class 1

STR 12

+1

DEX 19

+4

CON 15

+2

INT 10

+0

WIS 15

+2

CHA 18

+4

43
Hit Points
+8
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
40
Speed (walk/run/fly)
15
Passive Perception
3 / 3
Favored Foe
Spellcasting ...
+5 Attack mod
WIS Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
+7 Dexterity
+2 Constitution
+0 Intelligence
+2 Wisdom
+4 Charisma
saving throws
+4 Acrobatics DEX
+2 Animal Handling WIS
+0 Arcana INT
+4 Athletics STR
+4 Deception CHA
+0 History INT
+5 Insight WIS
+4 Intimidation CHA
+3 Investigation INT
skills
+2 Medicine WIS
+3 Nature INT
+5 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+0 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +7 DEX 1d8+4 Piercing
 Range: 20/60
ShortSword +7 DEX 1d8+4 Piercing
Longbow +7 DEX 1d8+4 Piercing
 Range: 150/600
Sharp Claws +1 STR 1d4+1 Slashing
 From Vulpine, Range: Melee
Attacks

Spell Book

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Goodberry 1 Action Touch Instantaneous V,S,M
 Notes:Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Absorb Elements 1 reaction Self 1 round S
 Notes:The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. (When taking Acid, Cold, Fire, Lightning or Thunder Damage)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Languages - Common, Kraul, Loxodon, Minotaur, Sylvan
Armor - Light, Medium, Shields

Weapons - Martial Weapons, Simple Weapons

Languages & Proficiencies
Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)

Ideals
My family, clan, or tribe is the most important thing in my life, even when they are far from me.

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

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, 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

Leather

Armor (Light)

Common

11 + Dex Mod

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 No

Cost: 10 gp
Weight: 10 lbs

Dagger

Weapon

Common

Finesse, Light, Thrown-range

Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

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

Cost: 2gp
Weight: 1 lb

Longbow

Weapon

Common

Ammunition, Heavy, Range, 2-handed

Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.

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

Cost: 50 gp
Weight: 2 lbs

Arrows

Ammunition

Common

Sold in packs of 10

Arrows are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Cost: 5 gp
Weight: 2 lbs

PHB page 150.

Backpack

Adventuring Gear

Common

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a Bedroll or a coil of rope, to the outside of a backpack.

Cost: 2 gp
Weight: 5 lb

PHB page 150.

Bedroll

Adventuring Gear

Common

A bedroll is needed to provide sufficient comfort to permit a Long Rest in adverse conditions.

You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.

Cost: 1 gp
Weight: 7 lb

Mess Kit

Adventuring Gear

Common

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

Cost: 2 sp
Weight: 1 lb

Rations (1 day)

Adventuring Gear

Common

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Cost: 5sp
Weight: 2lbs

Shortsword

Weapon

Common

Finesse, Light

Proficiency with a Shortsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Type Damage Damage Range
Martial Melee 1d6 Slashing

Cost: 10 gp
Weight: 2 lbs

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Vulpine

Standing straight and with a look of mild disdain in their eyes, the fox-looking vulpines are not the most welcoming of people.  

Extremely Secretive

The vulpine culture is one that is not widely known, mostly because of the near annihilation the race experienced at the hands of both elves and slavers. Due to this, much of their history has been lost, and the vulpines are not ready to forgive those who took their culture away from them. They have a great distaste towards elves, especially, but are unlikely to actively start trouble because of it. Vulpines are haughty, not stupid, and they know better than to start a fight if they think there is a chance of them losing. As a result, they prefer to keep everyone at arm’s length. This includes coming up with a fake name that they use in the presence of non-vulpine races. This distance to other people means it is much easier to continue to be angry with them.

Suspicious and Unwanted

Vulpines are generally disliked company in major cities, due to their notorious sour mood and nasty personality. They are likely to start trouble by simply staring daggers at some half-elf on the other side of the tavern bar, and then disappearing without a trace when the person in question has had enough.
They also usually make their living as spies and thieves, giving them yet another reason to be disliked. Vulpines seem to have embraced this expectation of their race, and have made it a point to take up undesirable work habits.  

Vulpine Personality

Though they are arrogant, vulpines are also extremely loyal.   They are very clever creatures, and they rarely bond with anyone, even other vulpines. When they do connect to another person, vulpines are often reluctant to admit it, believing that the sense of familiarity they feel portrays weakness. They attempt to hide their true feelings behind sarcasm or insults, whichever comes more natural to the vulpine, but once they have bonded with someone they would do anything to protect them. Even if they don’t say it.
by Fig
ability score increase: Your Intelligence score increases by 2 and your Charisma score increases by 1.
age: Vulpines are considered adult by age 15 and live a little longer than a century.
alignment: Being intent on self-preservation, most vulpines tend towards chaotic alignments.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common, Vulpine, and one other language of your choice.
race features:
Devious. Having been disliked most of your life, you have become apt at hiding your emotions and reading the emotions of others. You are proficient in either the Deception or the Insight skill.
Keen Ears. You have advantage on Wisdom (Perception) checks that rely on hearing.
Sharp Claws. Your claws are natural weapons. When you make an unarmed strike with your claws and hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Fox’s Cunning. You have a knack for recalling relevant information or finding kinks in the design of a hidden trap. You can give yourself advantage one Intelligence check. Once you’ve used this trait, you can’t use it again until you finish a short or long rest.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

PHB

Goodberry

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a sprig of mistletoe
Duration: Instantaneous
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

XGE

Absorb Elements

1-level Abjuration

Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range/Area: Self
Components: S
Duration: 1 round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Available for: Artificer, Druid, Ranger, Sorcerer, Wizard, Arcane Trickster Rogue, Clockwork Soul Sorcerer, Eldritch Knight Fighter

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


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