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Robertiño

6 Level (0/23000 XP for level-up) Background Dhampir Race / Species / Heritage Alignment
Ranger
Level 6
Hit Dice: 6/6
1d10+1 Class 1

STR
14
+2
DEX
18
+4
CON
12
+1
INT
15
+2
WIS
16
+3
CHA
15
+2
48
Hit Points
+4
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
35
Speed (walk/run/fly)
16
Passive Perception
Spellcasting ...
+6 Attack mod
WIS Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+5 Strength
+7 Dexterity
+1 Constitution
+2 Intelligence
+3 Wisdom
+2 Charisma
saving throws
+4 Acrobatics DEX
+3 Animal Handling WIS
+2 Arcana INT
+2 Athletics STR
+2 Deception CHA
+2 History INT
+3 Insight WIS
+2 Intimidation CHA
+5 Investigation INT
skills
+3 Medicine WIS
+2 Nature INT
+6 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+2 Religion INT
+4 Sleight of Hand DEX
+7 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Arco Largo +7 DEX 1d8+4 piercing
 rng. 150/600, heavy
Espada corta +7 DEX 1d6+4 slashing/piercing
 Finesse, light
Martillo +7 DEX 1d6+4 contundente
Attacks

Spell Book


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


™ & © 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.

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Level 1 Spells

PHB

Hunter's Mark

1-level Divination

Casting Time 1 Bonus Action
Range 90 feet
Duration Concentration, Concentration, up to 1 hour
Components V

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.

Class(es): Paladin, Ranger

Weapon Attack Damage+ 1d6

PHB

Ensnaring Strike

1-level Conjuration

Casting Time 1 Bonus Action
Range Self
Duration Concentration, Concentration, up to 1 minute
Components V

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can us its action to make a Strength check against your spell save DC. On a success, the target is freed.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Class(es): Paladin, Ranger

Saving ThrowStrength
1d6 Piercing Damage

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