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Arun Liadon

21 Level (0/385000 XP for level-up) Bounty Hunter Background Half-Elf Race / Species / Heritage Neutral Good Alignment
Ranger, Predator Conclave
Level 14
Hit Dice: 14/14
1d10+6 Class 1
Barbarian, Wild Magic
Level 5
Hit Dice: 5/5
1d12+6 Class 2
Fighter
Level 2
Hit Dice: 5/2
1d10+6 Class 3

STR 20

+5

DEX 20

+5

CON 22

+6

INT 7

-2

WIS 14

+2

CHA 16

+3

276
Hit Points
+12
Initiative (DEX)
26
Armor Class (AC)
+7
Prof. Bonus
80
Speed (walk/run/fly)
12
Passive Perception
2 / 2
Rage
2 / 2
Hunter's Mark
4 / 4
Superiority Dice
1 / 1
Action Surge
7 / 7
Weapon Abilities
7 / 7
Reactive
Spellcasting ...
+11 Attack mod
WIS Ability
+2 Abi Mod
34 Save DC
+14 Expertise Bonus
+7 Proficiency Bonus
+12 Strength
+12 Dexterity
+6 Constitution
-2 Intelligence
+2 Wisdom
+3 Charisma
saving throws
+5 Acrobatics DEX
+2 Animal Handling WIS
-2 Arcana INT
+12 Athletics STR
+3 Deception CHA
-2 History INT
+2 Insight WIS
+10 Intimidation CHA
-2 Investigation INT
+5 Geography INT
+9 Linguistics WIS
+19 Initiative DEX
+9 Herbalism WIS
+9 Cooking WIS
skills
+2 Medicine WIS
-2 Nature INT
+2 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
-2 Religion INT
+5 Sleight of Hand DEX
+12 Stealth DEX
+16 Survival WIS
+12 Harvesting DEX
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Heavy Spear +13 STR 1d8+1+5 Piercing
 Heavy, Reach, Thrown(30/90ft), Versatile 1d10
Warbow +12 DEX
Shortbow +13 DEX piercing or slashing
Masterwork Dagger +13 STR 1d4+5
 Non-magic, Finesse, light, thrown (range 20/60) Exploitative, Keen
The Siren's Glaive +14 STR 1d10+2+5 Slashing
 Finesse, Magical, Reach, Two-Handed, Swift Like the Wind, Balanced Blade
Cold Beak +14 STR 1d6+2+5
 Cold Iron, Heavy, Magical, Reach, Two-Handed
Bonecrusher +13 STR 1d6+1+5 bludgeoning
 Bonecrusher, 2d6 extra against bones, Bruising Strike
Attacks

Spell Book

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Guided Missile 1 Bonus Action Self 1 Round V
 Notes:You speak a word of clarity to guide your next attack against your enemies. Until the end of your next turn, the next ranged attack you make has advantage, and has double its normal and long ranges.
Critical Strike 1 Bonus Action Self Concetration 1d6 V,S
 Notes:Your ability to see weaknesses in your targets are magically enhanced. Whenever you make an attack where you either have advantage or there is another enemy of the target within 5 feet of it, you deal an additional 1d6 of the attack's damage on your hits. Additionally, the number you need to roll a critical hit while attacking is reduced by 1.

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Critical Strike 1 Bonus Action Self Concetration 1d6 + V,S
 Notes:Your ability to see weaknesses in your targets are magically enhanced. Whenever you make an attack where you either have advantage or there is another enemy of the target within 5 feet of it, you deal an additional 1d6 of the attack's damage on your hits. Additionally, the number you need to roll a critical hit while attacking is reduced by 1.
Lesser restoration 1 Action Touch Instantaneous V,S,M
 Notes:You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Pass without a trace 1 Action Self Concentration
 Notes: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.

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Critical Strike 1 Bonus Action Self Concetration 1d6 + V,S
 Notes:Your ability to see weaknesses in your targets are magically enhanced. Whenever you make an attack where you either have advantage or there is another enemy of the target within 5 feet of it, you deal an additional 1d6 of the attack's damage on your hits. Additionally, the number you need to roll a critical hit while attacking is reduced by 1.
Darksense 1 Action Self 1 Hour
 Notes:You take on the features of a bat to gain echolocation. For the duration of the spell, you gain advantage on Wisdom (perception) checks that rely on hearing, and you have blindsight out to a range of 60 feet while you are not deafened.
Elemental Control

Level 4 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Critical Strike 1 Bonus Action Self Concetration 1d6 + V,S
 Notes:Your ability to see weaknesses in your targets are magically enhanced. Whenever you make an attack where you either have advantage or there is another enemy of the target within 5 feet of it, you deal an additional 1d6 of the attack's damage on your hits. Additionally, the number you need to roll a critical hit while attacking is reduced by 1.
Renewing Pulse

Equipment Copper: 0, Silver: 118, Electrum: 0, Gold: 5555, Platinum: 0 Money

Common (Krederian), Ghouling, Elvish, Abyssal, Zarovyan, Infernal


Favored Enemy: Undead, Fiends






Languages & Proficiencies
Poison, Natural Diseases

Resistances


™ & © 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

World of Aloth

Vambrace of Superiority

Wondrous Item

Common

This vambrace is well made and shines as if it has never seen a day’s worth of combat.

Whenever you roll a superiority die, you can add 1 to the roll.

Cost: 250 gp
Weight: 1lb

World of Aloth

Stormrider Boots

Wondrous Item

Rare Requires Attunement

These boots are made from a blueish metal with lightning bolts streaking across them. Each boot has a colored lightning bolt on the top with half a lightning bolt on each foot that when put together form the symbol of the Storm Lord Talos. They were later altered to fit the holy symbol of Kord instead (A fist grabbing a lightning bolt).

The boots have 2 Charges. As part of your movement you can expend 1 Charge to double your movement speed and gain a flying speed equal to your walking speed until the end of your turn. During this time, any attacks of opportunity made against you have disadvantage, and any creature that you move within 5 feet of takes 2d6 lightning damage. A creature can only take this damage once. You regain 1 Charge at the end of each long rest.

Cost: 4200gp
Weight: 5lb

World of Aloth

Gloves of Dexterity

Wondrous Item

Very Rare Requires Attunement

These beautiful leather gloves fit the wearer perfectly once attuned with. They are simple in design, yet made by a master craftsman.

While wearing the gloves, your Dexterity score is increased by 4 to a maximum of 24.

Cost: 20 000gp

SRD

Cloak of Protection

Adventuring Gear Wondrous Item, Shoulders Uncommon (this item requires attunement)

You gain a +1 bonus to AC and Saving Throws while you wear this cloak.

Type AC STR Req. Stealth Dis. Properties
None +1, Saving Throws +1


 

World of Aloth

Cold Beak

Adventuring Gear

Varies Requires Attunement

Cold Iron, Heavy, Magical, Reach, Two-Handed

This war scythe is made from a core of dark steel with an edge and frame made meticulously from cold iron sharpened and molded to be a lethal edge. The weapon was further blessed by the Raven Queen to add to its undeath vanquishing potential. The initials S.S.T are etched into the dark steel of the weapon.

You have a +2 bonus to attack and damage rolls made with this magic weapon. This weapon is made from cold iron for the sake of overcoming resistances and exploiting weaknesses.

Cold Touch. Cold Beak deals an additional 1d6 cold damage on a hit. This damage ignores resistance to cold damage when hitting a fiend (demon) or undead. Additionally, if a creature takes additional damage from cold iron, they take an additional 1d6 cold damage, if the creature is vulnerable to cold iron, it takes an additional 2d6 cold damage.

Critical Chill. The number you need to roll a Critical Hit against undeads while attacking with Cold Beak is reduced by 1 (This ability can stack). When you score a critical hit with Cold Beak, the creature becomes Chilled until the start of your next turn. An undead which is normally immune to being Chilled is not immune to being Chilled against Cold Beak.

Type Damage Damage Range
Martial Melee 2d6+2 Slashing

Cost: 25 000gp
Weight: 6lb

World of Aloth

Siren's Glaive

Weapon

Legendary Requires attunement by a creature with a Strength and Dexterity score of 16 or higher

Finesse, Magical, Reach, Two-Handed

The Siren’s Glaive is a powerful and magical glaive made by Derris Skaerner. It is beautiful and made from dark steel with crimson decorations. The pommel of the glaive is imbued with a big and beautiful star-ruby. The weapon was later covered in Sterralite which gave it greater power against fiends and undead.

The Siren’s Glaive is silvered with sterralite, the weapon deals an additional 1d8 radiant damage against fiends and undead, and the weapon counts as silver for overcoming resistance and exploiting weaknesses.

Balanced Blade. The Siren’s Glaive harnesses both strength and speed when wielded. If you are using Strength for your attacks you can add half your Dexterity bonus (rounded up) to each attack roll you make and if you are using Dexterity for your attack you can add half your Strength bonus (rounded up) to each damage roll you make. Additionally, if you are not wearing armor or wielding a shield you can add half your proficiency bonus (rounded up) to your AC while wielding the Siren’s Glaive.


Swift Like the Wind. When you take the attack action on your turn while wielding the Siren’s Glaive you can make an additional attack.

Type Damage Damage Range
Martial Melee 1d10+2 Slashing

Cost: 60 000 gp
Weight: 4lb

World of Aloth

Bracers of Blinding Strike

Wondrous Item

Very Rare Requires Attunement

The Bracers of Blinding Strike are a pair of magical bracers worn on the wrists. Created by the drow and given to only their greatest warriors these bracers will imbue their wielders with immense speed and agility in addition to granting them better defense.

While wearing the bracers of blinding strike you gain a +2 bonus to AC if you are not wearing heavy armor or a shield. You can also add half your proficiency bonus (rounded down) to initiative rolls while wearing them. Your Dexterity score is also increased by 2.

Blinding Strikes: When you have used your action on your turn to make a melee weapon attack, you can activate the bracers to make an additional attack on your turn. You may use this ability four times per long rest and only one additional attack may be used per turn.

Alternative Use
Instead of wearing the bracers on your arms, you can use them on your shins instead which grants the following benefits instead of the previously listed ones:

While wearing the bracers of blinding strikes on your shins you gain a +2 bonus to AC if you are not wearing any armor or wearing light armor, your movement speed is increased by 10 and you have advantage on any Dexterity (Acrobatics) checks that you make. You can also add your proficiency bonus to initiative rolls while wearing them. Your Dexterity score is also increased by 2.

Lightning Escape: You can use your bonus action to both disengage and dash. You may use this ability four times per long rest.

Cost: 10 000gp
Weight: 1lb

World of Aloth

Bracers of Temerarious Strikes

Wondrous Item

Rare Requires Attunement

This set of bracers are made from dark steel with silver details that form swirling symbols.

While wearing these bracers, you gain a +1 bonus to AC if you are not using a shield.

Temerarious Strikes: When you have advantage on a weapon attack and not disadvantage, you can instead forgo the advantage and make an additional weapon attack which can not be affected by advantage. You may use this ability three times per long rest, and only one additional attack may be used per turn.

Cost: 3000gp
Weight: 1lb

World of Aloth

Gloves of Dexterity

Wondrous Item

Very Rare Requires Attunement

These beautiful leather gloves fit the wearer perfectly once attuned with. They are simple in design, yet made by a master craftsman.

While wearing the gloves, your Dexterity score is increased by 4 to a maximum of 24.

Cost: 10 000 gp
Weight: 1lb

World of Aloth

Gauntlets of the Juggernaut

Weapon

Rare Requires attunement by a creature with proficiency in medium armor and a Strength score of 18+

Disarm, Light, Unarmed

These gauntlets are old and heavily worn, yet their structure and use is no less diminished. The gauntlets are made up of heavy and thick interconnected steel plates which have some sorts of runes still etched into them, but what they set is unintelligible by time and wear.

The gauntlets count as magical for the purpose of overcoming resistance and immunity to nonmagical damage, and the damage dice of the gauntlets is 1d8 instead of 1d4.

While wearing the gauntlets, you suffer a -1 penalty to both your melee weapon and unarmed attack rolls, but you deal an additional amount of damage equal to half your Strength modifier (rounded up) with your melee weapon attacks.

Critical Dazing. When you score a critical hit against a creature with the gauntlets, it must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Strength or become dazed until the end of your next turn.

Type Damage Damage Range
Simple Melee 1d8 Bludgeoning

Cost: 4000 gp
Weight: 3lbs

The statblocks of your class features

Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Remarkable Recovery

A Constitution score of 15+

Your body has the ability to recover quickly from terrible injuries, and is unusually receptive to healing magic. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You recover twice as fast from lingering injuries.
  • When you are successfully stabilized while dying, you regain hit points equal to your Constitution modifier (minimum of 1).
  • Whenever you regain hit points as a result of a spell, potion, or class feature (but not this feat), you regain additional hit points equal to your Constitution modifier (minimum of 1).

 

Mage Slayer

You have practiced techniques in melee combat against spellcasters, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When a creature which is within reach of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within your reach.

 

Titan's Grip

Strength score of 18+

You have mastered the ability to wield unwieldy weapons through pure strength and technique. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You can wield two-handed melee weapons in one hand.
  • When you are wielding a weapon with the versatile property in one hand, it deals the higher damage die.
  • You can wield weapons which are one size larger than you with a -2 penalty to attack rolls instead of disadvantage.

 

Tavern Brawler

A Strength score of 13+

Accustomed to the rough-and-tumble fighting using your fists or whatever weapons happen to be at hand, you gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You are proficient with Improvised weapons
  • Your unarmed strikes deal 1d4 instead of 1, and you add twice your Strength modifier to any unarmed strikes you make.
  • When you hit a creature with an unarmed strike on your turn, you can deal damage to the target and also push it a number of feet away from you equal to half your Strength score. You can use this benefit once per turn.

 

Reactive

A Dexterity score of 15+

Your reactions are greatly honed. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You can take an additional amount of reactions equal to your proficiency bonus per long rest. Only one additional reaction can be used each round.
  • As a reaction when you are hit by a ranged weapon attack, you can intercept the attack. When you do so, you reduce the damage taken by an amount equal to 1d10 + your Dexterity modifier. If you have the monk’s Deflect Attack feature, you instead roll an additional 1d10 and add twice your Dexterity modifier when you reduce the damage from a ranged weapon attack.

 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

Sidebar Tables


Sidebar TimeScore
Awesomeness10
Useability10
Aesthetics10

Level 2 Spells

How long can you make a table?

Up to 13-14 to not go into the sidebar, and 20 to not go off the page (on my monitor at least)


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Level 3 Spells

How long can you make a table?

Up to 13-14 to not go into the sidebar, and 20 to not go off the page (on my monitor at least)


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Level 4 Spells

Characters

This is the description for the table. You can put BBCode in here and also within the table data (see example further down the page)


NameBobBettyBillBerthaBenBrenda
Level425613
Flight Skill182335572721
WeaponLaser PistolSelf DefenseLaser PistolTaser KnucklesPocket KnifePoisoned Chocolate Brownies

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


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