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Katyra

1 Level (0/300 XP for level-up) Hermit Background Shadar-Kai Elf Race / Species / Heritage Lawful Neutral Alignment
Monk
Level 1
Hit Dice: 1/1
1d8+3 Class 1

STR 11

+0

DEX 18

+4

CON 16

+3

INT 14

+2

WIS 16

+3

CHA 12

+1

11
Hit Points
+4
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
/
Ki Points
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+6 Dexterity
+3 Constitution
+2 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+6 Acrobatics DEX
+3 Animal Handling WIS
+2 Arcana INT
+0 Athletics STR
+1 Deception CHA
+2 History INT
+3 Insight WIS
+1 Intimidation CHA
+2 Investigation INT
skills
+5 Medicine WIS
+2 Nature INT
+5 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+2 Religion INT
+4 Sleight of Hand DEX
+6 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed Strike +6 DEX 1d4+4+4 bludgeoning
Quarterstaff +6 DEX 1d6+4+4 bludgeoning
 One-Handed
Quarterstaff +2 STR 1d8+4 bludgeoning
 Two-Handed
Dart +6 DEX 1d4+4+4 piercing
 thrown (range 20/60)
Attacks

Spell Book

Fey Ancestry
Trance
Darkvision
Necrotic Resistance
Blessing of the Raven Queen
Discovery
Observant
Unarmored Defense
Martial Arts

Features & Traits
Winter blanket
Quarterstaff
Dart (10)
Common Clothes
Herbalism Kit
Explorer's Pack
Rations (10 days)
Hempen rope (50 ft.)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Celestial, Common, Elvish
Herbalism Kit
Shortsword
Simple Weapons

Languages & Proficiencies
I am utterly serene, even in the face of disaster.
I’m oblivious to etiquette and social expectations.

Personality Traits
Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)

Ideals
I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.

Bonds
I am dogmatic in my thoughts and philosophy.

Flaws
Discovery:

Notes


™ & © 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

DnD 5e SRD SRD

Quarterstaff

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Bludgeoning Versatile

Cost: 2 sp Weight: 4 lb


 

DnD 5e SRD SRD

Dart

Ranged Weapon Finesse, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Thrown

Cost: 5 cp Weight: 1/4 lb


 

DnD 5e SRD

Rope, Hempen

Adventuring Gear Common

Rope, has 2 hit points and can be burst with a DC 17 Strength check.

Cost: 1gp Weight: 10lb


 

DnD 5e SRD

Backpack

Adventuring Gear Common

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: 2gp Weight: 5lb


 

DnD 5e SRD

Bedroll

Adventuring Gear Common

You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.

Cost: 1gp Weight: 7lb


 

DnD 5e SRD

Clothes, Common

Adventuring Gear Common

This set of clothes could consist of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.

Cost: 5sp Weight: 3lb


 

DnD 5e SRD

Rations (1 day)

Adventuring Gear Common

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

Cost: 5sp Weight: 2lb


 

DnD 5e SRD

Mess Kit

Adventuring Gear Common

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

Cost: 2sp Weight: 1lb


 

DnD 5e SRD

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: 5sp Weight: 1lb


 

DnD 5e SRD

Torch

Adventuring Gear Common

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Cost: 1cp Weight: 1lb


 

DnD 5e SRD

Waterskin

Adventuring Gear Common

A waterskin can hold 4 pints of liquid.

Cost: 2sp Weight: 5lb


 

The statblocks of your class features

Monk


Hit Points

Hit Dice: d8 per Monk level
Hit Points at first Level: 1d8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: None
Weapons: Simple weapons, shortswords
Tools: choose one type of artisans tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: choose two from Acrobatics, Athletics, History, Insight, Religion, and stealth

Starting Equipment

You star with the following equipment in addition the the equipment granted by your background   (a) a shortsword or (b) any simple weapon (b) a dungeoneers pack or (b) an explorers pack 10 darts

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Elf (Shadar-kai)

Ability Score Increase +2 Dex, +1 Con
Size Medium
Speed 30 ft.

Darkvision. Accustomed to twilit forests and the night sky, 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.   Keen Senses. You have proficiency in the Perception skill.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.   Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.   Necrotic Resistance. You have resistance to necrotic damage.   Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

Languages. Common, and Elvish.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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

Emotion Crystal

Wondrous Item

Common

Crystal of emotions and memories given to Katyra upon her retirement.

Cost: 5gp


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