Talise "Tully" Crest | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Talise "Tully" Crest

3 Level (0/2700 XP for level-up) Sailor Background Half-elf Race / Species / Heritage Neutral Alignment
Ranger, Beast Master
Level 3
Hit Dice: 3/3
1d10+3 Class 1

STR
13
+1
DEX
16
+3
CON
16
+3
INT
13
+1
WIS
10
+0
CHA
10
+0
46
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+2 Attack mod
WIS Ability
+0 Abi Mod
10 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+5 Dexterity
+3 Constitution
+1 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+3 Athletics STR
+0 Deception CHA
+1 History INT
+0 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+3 Nature INT
+2 Perception WIS
+0 Performance CHA
+2 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Club +3 STR 1d4+1+1 Bludgeoning
 1htmple, Ligh
Longbow +5 DEX 1d8+3+3 Piercong
 Martial, Ammunition, Heavy, Two-Handed, Range (150/600)
Spear +3 STR 1d8+1+1 Piercing
 Simple, Thrown, Versatile, Range (20/60)
Spear +5 DEX 1d6+2+3 Pieecing
 Simple, Thrown, Versatile, Range (20/60)
Unarmed Strike +1 STR 2+1 Bludgeoning
Attacks

Spell Book

Experienced Angler
You are an expert at reading coastal terrain. You can easily determine where the shallow sections are, as well as where the big lagoons or large ship anchorages might be. More importantly you are familiar with the fish that inhabit these areas and how to catch them. You can provide enough fish to feed yourself and five other people as long as the area has not been fished out. You can easily tell if something is disturbing the natural balance with the fish in a given area, but cannot necessarily identify the cause.

Features & Traits
Worn
Clothes(Common), Leather Armor

Equipment
Longbow, Spear, Club

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
You can speak fluent Common.

Languages & Proficiencies
My friends know they can rely on me, no matter what.

I like a job well done, especially if I can convince someone else to do it.

Personality Traits
Fairness
We all do the work, so we all share in the rewards. (Lawful)

Ideals
My honor is my life.

Bonds
My pride will probably be my downfall.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
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, Heavy, Range, Two-Handed

A type of bow that is tall – roughly equal to the height of the user – allowing the archer a fairly long draw. A longbow is not significantly recurved.

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
Simple Ranged 1d8 Piercing 150 ft/600 ft

Cost: 50 gp
Weight: 2 lb.

Arrows

Ammunition

Common

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 and Weight isbper bundle of 20.

Cost: 1 gp
Weight: 1 lb

Spear

Weapon

Common

Thrown, Versatile

A pole weapon consisting of a shaft, usually of wood, with a pointed head. The head may be simply the sharpened end of the shaft itself or it may be made of a more durable material fastened to the shaft.

Type Damage Damage Range
Simple Melee 1d6 / 1d8 Piercing 5 ft | 20 ft/60 ft

Cost: 1 gp
Weight: 3 lb.

Club

Weapon

Common

Light

A simple wooden or metal one-handed weapon, usually with a solid contact end.

Proficiency with a club 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 Bludgeoning 5 ft

Cost: 1 sp
Weight: 2 lb.

The statblocks of your class features

Ranger (Redux)

Deadly Hunters

Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization-humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes. Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature's power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger's talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.
hit dice: 1d10 per ranger level
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitutuion modifier per ranger level after 1st
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Strength, Dexterity
skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) scale mail or (b) leather armor

  • (a) two shortswords or (b) two simple melee weapons

  • (a) a dungeoneer's pack or (b) an explorer's pack

  • A longbow and a quiver of 20 arrows
spellcasting:
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.  

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier
class features:
Favored Enemy

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th, 10th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Natural Explorer

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.
Fighting Style

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  Vanish

Vanish

Starting at 2nd level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
 

Ranger Archtype

At 3rd level, you choose an archetype from Subclass Options that you strive to emulate. Your choice grants you additional features at 3rd level and again at 7th, 11th, and 15th level.   Primeval Awarness

Primeval Awareness

Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For 1 minute, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): abberations, celestials, dragons, elementals, fey, fiends, and undead. This feature reveals vague information on the creatures' location and number. For example you might sense a hore of undead at the nearby graveyard, you can not, however sense their exact positions or numbers. You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.
subclass options:
Spell Slots per Spell Level
LevelProficiency BonusFeaturesSpells Known1st2nd3rd4th5th
1st+2Favored Enemy, Natural Explorer------
2nd+2Fighting Style, Spellcasting22----
3rd+2Ranger Archetype, Primeval Awareness33----
4th+2Ability Score Improvement43----
5th+3Extra Attack442---
6th+3Extra Favored Enemy and Favored Terrain442---
7th+3Ranger Archtype Feature543---
8th+3Ability Score Improvement, Land's Stride643---
9th+4-6432--
10th+4Extra Favored Enemy and Favored Terrain, Hide in Plain Sight7432--
11th+4Ranger Archetype Feature8433--
12th+4Ability Score Improvement8433--
13th+5-94331-
14th
15th
16th
17th
18th
19th
20th

Ranger, Beast Master (Redux)

Credit:Erelyas
The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means working in partnership with an animal as its companion and friend.
hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:
Ranger's Companion

Ranger' s Companion

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Large and that has a challenge rating of 1/4 or lower. The challenge rating limit increases to 1/2 at 6th level, 1 at 10th level, 2 at 14th level, and 3 at 17th level. The beast gains the following traits.
Saving Grace
The beast gains proficiency in whichever saving throw corresponds with it's highest ability score. In the event that more than one score is tied for highest, you choose which one of the tied scoresnthe beast gains proficiency in. If the beast's ability scores change and a new score becomes the highest, then it loses it's current proficiency and gains proficiency in the new save.
Teamwork
You add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum plus four times your ranger level.
Loyal Companion
The beast obeys you commands as best it can. It takes its turn on your initiative, though it doesn't it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
Self Defense
The beast can take reactions such as opportunity attacks independent of your commands. If you are incapacitated or absent it acts on it's own focusing on protecting you and itself.
Caring Master
The beast gains Hit die which it can spend during a short rest using the same rules as players to regain hit points. The beast uses a d6 as its Hit die and it has a number of them equal to your ranger level. These Hit die do not affect the beast's maximum health.
Silent Paws
While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
Life Lines
The beast can make death saving throws. If the beast dies ornis released, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.

 
Beast Trainer

Beast Trainer

You can inprove your beast through intense training. For every two hours you spend training alone with your beast, it gains +2 to all ability scores, gains two additional hit die to it's maximum health and raises it's challenge rating one level. You cannot improve a beast if it's current challenge rating is equal to the maximum challenge rating of beasts you are able to take. For instance, a 10th level ranger cannot improve a beast whose current challenge rating is 1.
Exceptional Training

Exceptional Training

Beginning at 7th level, an any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on it's turn.
Bestial Fury

Bestial Fury

Starting at 11th level, when you command the beast tontake the Attack action, the beast can attack twice or take the Multiatrack action if it has that action.
Share Spells

Share Spells

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.
subclass options:

Statblocks for your familiars, mounts etc.

Talise's Giant Cotton Mouth CR: 1/4

Medium beast, unaligned
Armor Class: 14
Hit Points: 30
Speed: 30 ft , swim: 23 ft

STR

10 +0

DEX

18 +4

CON

13 +1

INT

2 -4

WIS

10 +0

CHA

3 -4

Saving Throws: Dexterity
Senses: Blindsight 10 ft., Passive Perception 12
Languages: None
Challenge Rating: 1/4

Teamwork
Gains Talise's proficiency bonus on AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in.
Loyal Companion
Obeys commands from Talise as best it can. Can take the Attack, Dash, Disengage, Dodge, or Help action.
Self Defense
Takes reactions such as opportunity attacks independent of Talise's commands.
Caring Master
Gains Hit die which it can spend during a short rest using the same rules as players to regain hit points. Uses a d6 as its Hit die and it has a number of them equal to Talise's Ranger level. These Hit die do not affect its maximum health.
Life Lines
Can make death saving throws.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 ( 1d4+4 ) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 ( 3d6 ) poison damage on a failed save, or half as much damage on a successful one.

A massive, semi-aquatic snake with enlarged venom glands on either side of the large, triangular head. Its open mouth is as white as clean cotton, giving it its name.

Statblocks for race/species of the character.

Half-Elf

Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.
ability score increase: Your Charisma score increases by 2, and two other ability scores of your choice increase by 1
age: Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.
alignment: Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.
Size: Medium
speed: 30 ft
Languages: You can read and write Common, Elvish, and one other language of your choice.
race features:
Darkvision
Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
 
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
 
Skill Versatility
You gain proficiency in two skills of your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

PHB 251

Hunter's Mark

1-level Divination

Casting Time: 1 bonus action
Range/Area: 90 fr
Components: Verbal
Duration: Concentration, Concentration, up to 1 hour
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.
Available for: Ranger

PHB 277

Speak with Animals

1-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 10 minutes
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 GM's discretion.
Available for: Bard, Druid, Ranger

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

Backpack

Adventuring Gear

Common

Container

A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 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.

Crowbar

Tool

Common

A straight length of metal with a curved end and flattened points, used for applying leverage to heavy or stuck objects.

Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

Cost: 2 gp
Weight: 5 lb.

Hammer

Tool

Common

This one-handed hammer with an iron head is useful for pounding pitons into a wall.

Cost: 1 gp
Weight: 3 lb.

Piton

Adventuring Gear

Common

When a wall doesn’t offer handholds and footholds, you can make your own. A piton is a steel spike with an eye through which you can loop a rope.

Cost and Weight are per pack of 10

Cost: 5 sp
Weight: 2.5 lb

Tinderbox

Adventuring Gear

Common

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.

Cost: 5 sp
Weight: 1 lb.

Rations

Adventuring Gear

Common

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

Cost: 5 sp
Weight: 2 lb.

Waterskin

Adventuring Gear

Common

A receptacle used for carrying water, normally made from goat or sheep skin. Can hold 4 pints of water.

Cost: 2 sp
Weight: 5 lb.

Rope, Silk

Adventuring Gear

Common

A 5p foot coil of twisted silk strands, used for climbing, tying down material and goods, or decorating.

Hempen rope has 2 hit points and can be burst with a DC 17 Strength check.

Cost: 10 gp
Weight: 5 lb.

Rope, Hempen

Adventuring Gear

Common

A 5p foot coil of twisted hemp finer, used for climbing or tying down material and goods.

Hempen rope has 2 hit points and can be burst with a DC 17 Strength check.

Cost: 1 gp
Weight: 10 lb

Sea Glass

Trade Good

Rare

A brilliant piece of pebnle-sized glass tossed by the waves. It bears a naturally etched design of repeating c's against its aqua-blue color.

Cost: --
Weight: --


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