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Isabel Prism

1 Level (0/300 XP for level-up) Noble Background Elf Race / Species / Heritage Chaotic Good Alignment
Ranger
Level 1
Hit Dice: 1/1
1d10+2 Class 1

STR
14
+2
DEX
17
+3
CON
14
+2
INT
8
-1
WIS
15
+2
CHA
7
-2
12
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+4 Attack mod
WIS Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+5 Dexterity
+2 Constitution
-1 Intelligence
+2 Wisdom
-2 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
-1 Arcana INT
+2 Athletics STR
-2 Deception CHA
+1 History INT
+2 Insight WIS
-2 Intimidation CHA
-1 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+4 Perception WIS
-2 Performance CHA
+0 Persuasion CHA
-1 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Scimitar +5 DEX 1d6+3 Slashing
 Finesse, Light, Nick
Shortsword +3 DEX 1d6+3 Piercing
 Finesse, Light, Vex
Longbow +4 STR 1d8+2 Piercing
 Ammunition, Heavy, Range, Two-Handed, Slow
Attacks

Spell Book

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +4 1 Action Touch Instantaneous 2d8+2 VS
 Notes:A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
Ensnaring Strike +4 1 Bonus Action Self 1 Minute 1d6 V
 Notes:As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends. While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Studded Leather, Scimitar, Shortsword, Longbow, Clothes Fine, Signet Ring, Backpack, Quiver, Arrows, Sprig of Mistletoe, Oil, Rations, Rope, Bedroll, Tinderbox, Torch, Waterskin

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 32, Platinum: 0 Money

Common, Elvish, Common Sign Language




Languages & Proficiencies
Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)

Ideals
The common folk must see me as a hero of the people.

Bonds
In fact, the world does revolve around me.

Flaws


™ & © 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

Dungeons & Dragons Player's Handbook (2024)

Cure Wounds

1-level Abjuration

Casting Time: 1 Action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
Attack/Save: None
Damage/Effect: 2d8 / Healing

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

This spell has no effect on undead or constructs.

At higher levels:

Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.

Available for: Bard, Cleric, Druid, Paladin, Ranger

Dungeon & Dragons Player's Handbook (2024)

Ensnaring Strike

1-level Conjuration

Casting Time: 1 Bonus Action*- which you take immediately after hitting a creature with a weapon
Range/Area: Self
Components: Verbal
Duration: 1 Minute
Attack/Save: Strength Save
Damage/Effect: 1d6 / Piercing

As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.

While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.

At higher levels:

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Available for: Ranger

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Isabell Prism.

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