Build and run your Dungeons & Dragons 5e campaign on World Anvil!

START NOW

Venralie Springstar in Dungeons & Dragons 5e

Venralie Springstar

3 Level (0/2700 XP for level-up) Feylost Background Firbolg Race / Species / Heritage Alignment
Warden
Level 3
Hit Dice: 3/3
1d12+3 Class 1

STR 18

+4

DEX 6

-2

CON 16

+3

INT 14

+2

WIS 14

+2

CHA 14

+2

34
Hit Points
-2
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
3D8 / 3D8
Endurance Dice
Spellcasting ...
+9 Attack mod
WIS Ability
+2 Abi Mod
27 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+6 Strength
-2 Dexterity
+3 Constitution
+2 Intelligence
+4 Wisdom
+2 Charisma
saving throws
-2 Acrobatics DEX
+2 Animal Handling WIS
+2 Arcana INT
+6 Athletics STR
+4 Deception CHA
+2 History INT
+2 Insight WIS
+4 Intimidation CHA
+2 Investigation INT
skills
+2 Medicine WIS
+2 Nature INT
+2 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+2 Religion INT
-2 Sleight of Hand DEX
-2 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Spear +4 STR 1d6+4 piercing
 Thrown (20/60), versatile (1d8)
Handaxe +4 STR 1d6+4 slashing
 Light, thrown (20/60)
Attacks

Spell Book

Firbolg Magic

You can cast the detect magic and disguise self spells with this trait. When you sue this version of disguise self, you can seem up to 3 feet shorter or taller. Once you cast either of these spells with this trait, you can't cast that spell with this trait again until you finish a long rest. You can also cast these spells using any spell slots you have. Wisdom is your spellcasting ability for these spells.


Hidden Step

As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.


Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift.


Speech of Beast and Leaf

You have the ability to communicate in a limited manner with the beasts, plants and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.


Feywild Visitor

Whenever you're sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit's form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can't speak that language normally.


Mystic Bulwark

When you don light or medium armor, you can enhance it with mystical defenses, integrating it with manifestations of your Warden Bond (for example, an Elemental Soul may manifest icy plating to reinforce it). When you do so, you can use your Wisdom modifier in place of your Dexterity modifier when calculating your AC with that armor. While you have your armor integrated with your primal power, when you take bludgeoning, piercing, or slashing damage, you can reduce the damage taken by 2. This value increases at 5th level (to 3), 9th level (to 4), and 13th level (to 5), and 17th level (to 6).


Warden Bond

You select an aspect of primal powers, gaining the ability to manifest your bond with that power. The options for Warden Bonds are listed at the end of the class. Your choice grants you features at 1st level and again at 3rd, 7th, 14th, and 17th levels.


Primal Interdiction

Starting at 2nd level, nature hinders your foes with aspects of your primal power. This effect has a 5 foot radius centered on you, turning the ground within range into difficult terrain for creatures of your choice. Additionally, at the end of your turn, you can choose to recklessly defend your allies within this area at the cost of your own safety, giving attacks against you advantage, and giving attacks against allies within the effect disadvantage if you are also in range of the attack being made (or have been at any point since the start of the attacker’s turn) and not behind total cover. The range of this effect increases by 5 feet at 5th level (to 10 feet), and again at 11th level (to 15 feet), and 17th level (to 20 feet).


Endurance Dice

Additionally at 2nd level, you gain access to three d8 Endurance Dice. You have two ways to use these dice, though other features may grant additional ways to use them: • Once per turn, when you take damage, you can roll an Endurance Die to reduce the damage taken by the amount rolled (no action required). • When you make a saving throw, you can roll an Endurance Die and add it to the saving throw (no action required). You can do this after you roll the save, but before you know the outcome of the save. You gain another die at 5th level (4 dice), 9th level (5 dice), 13th level (6 dice), and 17th level (7 dice). The size of the dice increase at 5th (to d10) and 11th level to (d12). You regain all expended Endurance Dice when you complete a short or long rest.


Primal Manifestations

Starting at 3rd level, your connection to the primal forces you’ve bonded with develop in new ways, unique to you, that grant you new powers and abilities. You gain two such Primal Manifestations selecting from the list at the end of the class description. When you gain certain Warden levels, you gain additional manifestations of your choice, as shown on the Warden Class Table. Additionally, when you gain a level in the class, you can choose one of the manifestations you know and replace it with another manifestation that you could learn at that level. If a manifestation has a prerequisite, you must meet it to learn the manifestation. A level prerequisite refers to your level in this class.


Warden's Grasp

Starting at 3rd level, when you make an opportunity attack, you can replace the attack with a grapple check.


Ironmonger

Starting at 1st level you gain proficiency in heavy armour and martial melee weapons. Your Mystical Bulwark functions even when using heavy armor, though if you gain additional sources of passive damage reduction, additional sources beyond the highest value only increase the damage reduction by one for each additional source of passive damage reduction.


Armour Bond

At 1st level, as an action, you can touch a set of metal armour worn by a creature of your choice (including yourself) and fortify it. The creature gains temporary hit points equal to 1d8 + your Warden level. Once you use this ability, you cannot use it again until you complete a short or long rest. Any temporary hit points remaining from this feature fade when you use it again


Unbreakable Endurance

At 3rd level, when you use an Endurance Die to block damage, if it does not completely block the damage taken, you gain resistance to the remaining damage.


Binding Interdiction

Additionally at 3rd level, you gain the ability to manifest chains within the range of your Primal Interdiction. As a reaction to a creature attempting to leave your Primal Interdiction or as an attack as part of the Attack action, you can manifest a chain and attempt to bind a Large or smaller creature with it, making a grapple check against the target. On a success, they are grappled by the chain until they escape (contesting your grapple check), the chain is destroyed, or they are no longer within your primal interdiction. The chain can be destroyed. It has an AC of 18 and number of hit points equal to your Warden level, but 73 you take no damage when the chain is destroyed. If a target escapes the chains, the chains fall to the ground and turn to dust. You can manifest one chain at a time. If you manifest an additional chain while you already have your maximum number of chains manifested, the first created one vanishes, releasing the target. The number of chains you can manifest this way increases by one each time you gain an effect that would increase the damage die of your Warden natural weapons (such as Evolving Power or Savage Weapons). Once you can manifest more than one chain, you can target the same creature with multiple chains. A creature is restrained while grappled by more than one chain.


Unrelenting Onslaught

If you cast a spell as an action, you can make a single weapon attack with a natural weapon as a bonus action.


Create Barrier

When you take the attack action on your turn, you can replace one of your attacks with manifesting an elemental barrier in an unoccupied space on the ground within 30 feet of you. This elemental barrier forms out of nearby materials (such as dirt, wood, or stone), and cannot be formed in the absence of natural materials. The barrier roughly blocks a 5 foot cube of space, and has an AC of 15, and hit points equal to 10 + your Warden level. You can have a number of these created equal to your proficiency bonus. When creating a new one beyond your limit, the oldest previously created one crumbles. Based on your subclass, you may be able to create other kinds of barriers:


Iron Barrier. The barrier has resistance to bludgeoning, piercing, and slashing damage.




Features & Traits

Traveler's clothes


Lute


Wax candle that roars and crackles like a bonfire while lit


Paper wasp nest in a jar


Sprig of rosemary wrapped with ribbon at one end




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 8, Platinum: 0 Money
Armour:

Light armour, medium armour, shields


Weapons:

Simple weapons


Saving Throws:

Strength, Wisdom


Languages:

Common, Primordial, Elvish &





Languages & Proficiencies


™ & © 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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


World Anvil: The Ultimate Worldbuilding Toolset & RPG Campaign Manager

Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!

  • Speed up prep with a whole library of community statblocks you can copy (and edit!)
  • Enthrall your players with interactive maps, timelines, and a whole wiki of your world
  • Keep track of NPCs, PC character sheets, monster stats, treasure, journals, notes and more
  • Quickly look up essential info with session notes, campaign map markers, and bookmarked lore at your fingertips
  • Build your own campaign setting, or expand a prewritten campaign, with expertly created worldbuilding templates and prompts
  • Control who sees what in your worldbuilding wiki with secrets and subscriber groups
  • Collaborate with players and GMs to build the campaign setting of your dreams 
  • NEVER lose your notes!

GET STARTED TODAY!

Take the first step. Create your account. Your world and characters await!

100+ RPG systems