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Citlalee

1 Level (0/300 XP for level-up) Nomad Background Kalashtar Race / Species / Heritage LG Alignment
Ranger (Horizon Walker)
Level 1
Hit Dice: 1/1
1d10+2 Class 1

STR
15
+2
DEX
16
+3
CON
15
+2
INT
15
+2
WIS
18
+4
CHA
16
+3
12
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
16
Passive Perception
Spellcasting ...
+6 Attack mod
WIS Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+5 Dexterity
+2 Constitution
+2 Intelligence
+4 Wisdom
+3 Charisma
saving throws
+3 Acrobatics DEX
+6 Animal Handling WIS
+2 Arcana INT
+4 Athletics STR
+3 Deception CHA
+2 History INT
+4 Insight WIS
+3 Intimidation CHA
+2 Investigation INT
+6 Herbalism Kit WIS
+6 Geography WIS
skills
+4 Medicine WIS
+4 Nature INT
+6 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+2 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longbow +5 DEX 1d8+3 piercing
 ammunition (150/600 ft.), heavy, two-handed
Shortsword +5 DEX 1d6+3 piercing
 finesse, light
Attacks

Spell Book

Dual Mind: You have advantage on all Wisdom saving throws. If things happen in the dream it will go though and vice versa even more than others.

Mental Discipline: You have resistance to psychic damage.

Dream Reader: With a touch against a sleeping creature, the creature can make a [DC 10 + 1/2 Lv + Charisma modifier] charisma save or have its dreams revealed to the dreamtouched human. The dream reader must ask a question. Then if the saving throw is failed the dreamtouched human must answer the question as answered truthfully to the best of the creature's knowledge limited to one or two sentences. Regardless if the save is successful, the creature immune to further attempts for 24 hours.

Mind Link: You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You doneed to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. This action can only be given out amount of times based on prof. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.

Connected to Dreams: You can communicate easier with the otherworldly spirit while they sleep. As such, you are weakened (disadvantage) to magical spells and effects that require you to dream, like the Dream spell, but not to spells and effects that put you to sleep, like the Sleep spell.

Psychic Glamour: You have advantage on all ability checks you make with insight.

At home in the wild: The wilderness is your home and you are comfortable dwelling in it. You can find a place to hide, rest, or recuperate when out in the wild. This place of rest is secure enough to conceal you from most natural threats. Threats that are supernatural, magical, or are actively seeking you out might do so with difficulty depending on the nature of the threat (as determined by the DM). However, this feature doesn't shield or conceal you from scrying, mental probing, nor from threats that don't necessarily require the five senses to find you. Note: This feature is a variant of the Folk Hero feature.

Natural Explorer: You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
  • You ignore difficult terrain.
  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

  • In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

  • Difficult terrain doesn't slow your group's travel.
  • Your group can't become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

  • Features & Traits
    Leather Armor, 15 gp, herbalism kit, moon necklace, hunting trap, common clotes, longbow, 20 arrows, 2 short swords, Explorer's Pack,

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
    Common, Sylvan, Quori, and Terran

    Languages & Proficiencies


    ™ & © 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

    Longbow

    Weapon

    Common

    Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing 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 use the Search Action.
    Range. A weapon that can be used to make a ranged attack has a range shown in the table. The range lists two numbers, the first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have DisADV on the attack roll. You can't attack a target beyond the weapon's long range.
    Two-Handed. This weapon requires two hands when you attack with it.
    Bow. When you attack a creature with a bow, you gain a bonus to your damage roll equal to your prof. bonus if the target is farther than 30ft away from you.You only gain this benefit if you are proficient with the weapon.
    Piercing. On a critical hit, the target becomes Impaired until the end of your next turn.

    Martial Special Attacks

    When you land any attack in combat you can choose to make it a Special Attack by expending one of your extra attacks. The additional bonuses below are either added immediately to the attack you just landed for extra effects OR expended before you make the attack for ONE all-in strike.
    Each of these Martial Special Attacks have certain requirements and if the target needs to make a save, it's always against your Martial Save DC.

    Bow. When you make an attack against a target within 30ft, you can forgo 1 extra attack to gain ADV on the attack and gain additional movement equal to half your speed. On a hit, you don’t provoke Opportunity Attacks from the target until the start of your next turn.
    Pinpoint Attack. On a hit, you can forgo 1 extra attack to force the target to make a Con Save. Failure. The target is Impaired until the end of their next turn.
    Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)
    Stagger (Combo). On a hit, you can forgo 1 extra attack to force the target to make a Con Save. Failure. The target becomes Vulnerable to the next source of Slashing, Piercing, or Bludgeoning damage before the start of your next turn. You can only do this once per combat.
    Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)

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


    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

    Shortsword

    Weapon

    Common

    Light. A light weapon is small and easy to handle. You can use either your Strength or Dexterity modifier for both the attack and damage rolls.
    The Finesse property has been combined with the Light property. Anything that would require Finesse (like the Rogue Sneak Attack feature) and any weapon that uses Dexterity for its attack and damage rolls works with this property.
    Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property - this is the damage when the weapon is used with two hands to make a melee attack.
    Sword. Once per turn when you attack a creature with a sword, you gain a bonus to your damage roll equal to your prof. bonus if you’ve damaged the target with an attack since the start of your last turn. You don’t gain this benefit if you attack another target during this time. When you attack an object made of rope, vine, or similar material with a sword, your damage rolls deal maximum damage. You only gain this benefit if you are proficient with the weapon.
    Slashing. On a critical hit, the target gains the Bleeding condition.

    Martial Special Attacks

    When you land any attack in combat you can choose to make it a Special Attack by expending one of your extra attacks. The additional bonuses below are either added immediately to the attack you just landed for extra effects OR expended before you make the attack for ONE all-in strike.
    Each of these Martial Special Attacks have certain requirements and if the target needs to make a save, it's always against your Martial Save DC.

    Sword. On a hit, you can forgo 1 extra attack to force the target to make a Dex Save. Failure. The target takes 1 extra die of damage from the attack and the target has DisADV on its next attack roll or ability check before the end of your next turn.
    Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)
    Cleave. On a hit, you can forgo 2 extra attacks to make a wide swing with your weapon and choose a target within your reach. You can make a melee weapon attack against that target and up to 2 targets adjacent to it that are also within your reach. Use the same attack and damage roll against all creatures.
    Requires. Two-Handed Weapon
    Feint. When you make a weapon attack, you can forgo 1 extra attack to make a Deception Check vs the target's Insight Check. Success. You gain ADV on your attack roll and deal 1 extra die of damage on the attack.
    Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)
    Stagger (Combo). On a hit, you can forgo 1 extra attack to force the target to make a Con Save. Failure. The target becomes Vulnerable to the next source of Slashing, Piercing, or Bludgeoning damage before the start of your next turn. You can only do this once per combat.
    Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)

    Type Damage Damage Range
    Simple Melee 1d6 / 1d8 Slashing Melee


    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.

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    Created by

    JaredJaredBoBared.

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