Akantha

3 Level (0/2700 XP for level-up) soldier Background Wood Elf Race / Species / Heritage Chaotic Neutral Alignment
Ranger
Level 3
Hit Dice: 3/3
1d10+1 Class 1

STR
14
+2
DEX
16
+3
CON
12
+1
INT
14
+2
WIS
17
+3
CHA
9
-1
30
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
35
Speed (walk/run/fly)
15
Passive Perception
40 / 150
Arrows
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+5 Dexterity
+1 Constitution
+2 Intelligence
+3 Wisdom
-1 Charisma
saving throws
+3 Acrobatics DEX
+5 Animal Handling WIS
+2 Arcana INT
+4 Athletics STR
-1 Deception CHA
+2 History INT
+3 Insight WIS
+3 Intimidation CHA
+2 Investigation INT
skills
+3 Medicine WIS
+4 Nature INT
+5 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+2 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longbow +7 DEX 1d8+3 Piercing
 Ammunition (Range 150/600; arrows), Heavy, Two-Handed, Slow
Shortsword +3 DEX 1d6+3 Piercing
 Finesse, Light, Vex
Scimitar +2 STR 1d6+2 Slashing
 Finesse, Light, Nick
Attacks

Spell Book

Studded leather armour


Scimitar


Shortwsord


Longbow


Sprig of mistletoe (focus)


insignia of rank (colonel)


Severed hand (trophy)


Deck of cards


Common wear


Backpack


Bedroll


2 flasks of Oil


Rope


Tinderbox


10 Torches


Waterskin




Equipment Copper: 0, Silver: 15, Electrum: 0, Gold: 133, Platinum: 0 Money

Common, Elvish, Sindarin, Latin


Light and Medium armour, Shield


Common and martial weapons


Land vehicles


Cards





Languages & Proficiencies

Aloof


Honest


Friendly





Personality Traits

Protect nature





Ideals

Companion (Roach the Giant Lizard)





Bonds

Bad at communication





Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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

Dungeon Master's Guide

Gloves of Missile Snaring

Adventuring Gear (Light)

Uncommon Requires Attunement

If you’re hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to reduce the damage by 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can catch the ammunition or weapon if it is small enough for you to hold in that hand.




Cost: N/A
Weight: 0.5lb

Armour of the Cursed Archer

Armor (Light)

Rare Requires Attunement

Studded leather armour that allows the wearer to use a bonus action make a second ranged attack. If any projectiles are shot at any allies within 15 feet of you, you must make a DC 14 constitution saving throw. If you fail the save, the projectile is redirected to you, and the original target takes half damage.




Type AC STR Req. Stealth Dis.
Light 12 Yes

Cost: 10gp
Weight: 6lb

The statblocks of your class features

Mask of the wild

You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.


 

Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.


 

Favoured Enemy

You may cast Hunter's Mark without using a spell slot twice per long rest. This number increases with the value of Favoured Enemy.


 

Fighting Style

You gain a Fighting Style feat of your choice (see “Feats” for feats). Instead of choosing one of those feats, you can choose the option below.

Blessed Warrior. You learn two Cleric cantrips of your choice (see the Cleric class’s section for a list of Cleric spells). The chosen cantrips count as Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip.


 

Fae Ancestry

You have Advantage on saving throws you make to avoid or end the Charmed condition.


 

Trance

You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trance-like meditation, during which you retain consciousness.


 

Statblocks for your familiars, mounts etc.

Monster Manual

Roach the Giant Lizard CR: 1/5

Large beast, unaligned
Armor Class:
Hit Points: 23
Speed: 40 ft , climb: 40 ft

STR

15 +2

DEX

12 +1

CON

13 +1

INT

10 +0

WIS

10 +0

CHA

5 -3

Skills:

Spider Climb

The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check.


 

Languages: Understands Elvish
Challenge Rating: 1/5

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

grandmaster609.

Statblock Type

Character Sheet (2020)

Link/Embed