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Evelie Wood Seeker

6 Level (0/23000 XP for level-up) Haunted One Background Bosmer Race / Species / Heritage Chaotic Evil Alignment
Warden
Level 3
Hit Dice: 3/3
1d8+0 Class 1
Warlock
Level 3
Hit Dice: 3/3
1d8+0 Class 2

STR
8
-1
DEX
8
-1
CON
10
+0
INT
12
+1
WIS
18
+4
CHA
20
+5
33
Hit Points
-1
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
17
Passive Perception
Spellcasting ...
+8 Attack mod
CHA Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
-1 Dexterity
+0 Constitution
+4 Intelligence
+7 Wisdom
+5 Charisma
saving throws
-1 Acrobatics DEX
+7 Animal Handling WIS
+4 Arcana INT
-1 Athletics STR
+5 Deception CHA
+4 History INT
+4 Insight WIS
+5 Intimidation CHA
+1 Investigation INT
skills
+4 Medicine WIS
+4 Nature INT
+7 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+1 Religion INT
-1 Sleight of Hand DEX
-1 Stealth DEX
+7 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shadowshot +2 DEX 1d8-1 Piercing
 Range (20/240), Eldritch tentacles pins a target to the ground on a successful hit, causing them to lose all movement speed for a round. If the target is airborne they fall to the ground and take 1d10 falling damage for each 10ft they fall.
Clan Eridean Dagger (Corrupted) +2 DEX 1d6-1 Piercing
 Light, Also deals Daedric damage.
Attacks

Spell Book

Bosmer

  • Keen Eyes: Advantage on all ranged attacks

  • Bosmeri Ancestry: Your Bosmer blood grants you advantage on saving throws against being poisoned or diseased, and you are resistant to poison damage


Warden

  • Mark of Balance: You gain a supernatural connection with the circle of nature, which requires a balance between life and death. As a bonus action you can mark a creature as either an Ally or an Enemy. A marked creature gains certain benefits. You can use this feature twice. You regain expended uses when you finish a short or long rest. The mark lasts for 1 hour, unless you use a bonus action to end it, or if you fall unconscious. As a bonus action, you can move the Mark of Balance to another creature and choose to mark them as an Ally or Enemy.
    Ally. Whenever you cast a spell of 1st level or higher on a creature marked as an ally, they gain hit points equal to your Wisdom modifier. If the marked creature is not a humanoid this healing is doubled.
    Enemy. Whenever you cast a spell of 1st level or higher on a creature marked as an enemy, you deal additional necrotic damage equal to your Wisdom modifier. If the marked creature is not a humanoid the additional damage is doubled.



  • Wild Shape: You can use one of your Mark of Balance to turn into a creature of CR rating 1 or lower.

  •  You can stay in a beast shape for 1 hour, you then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply:Your game statistics are replaced by the statistics of the creature, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has a legendary or lair actions, you cannot use them.

Warlock

  • Mind Tap: Your never-ending quest for further knowledge has infected your mind. Now when you touch a creature who understands at least one language, you can communicate telepathically with them. You don’t need to understand any of their languages to be able to understand their psychic utterances.


  • Eldritch Invocations
    Gaze of Two Minds: You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.Unofficial Summary: Perceive senses of another humanoid

    Perks

    • Eldritch Heart: When you cast Eldritch Blast at an ally, it heals the creature for half of its original damage.

    • Hermaeus Mora: Whenever you cast a spell using a scroll, you can roll 1d100, if the roll is lower than your character level, you permanently learn the spell.



    Features & Traits

    • Leather Armour

    • Backpack

    • Mess Kit

    • Tinderbox

    • 10 Torches

    • 10 Days of Rations

    • Water Skin

    • 50ft Rope



    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Use Wisdom modifier for Warden Spells
    Spellcasting

    • Altmeri

    • Aldmeri

    • Bosmeri

    • Daedric

    • Ta'agra

    • Tamrielic (common)



    Languages & Proficiencies


    Personality Traits

    • Serves Hermaeus Mora

    • Seeks Knowledge

    • Believes others are inferior

    • Probably enjoys getting rammed by tentacles



    Ideals


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
    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 0 Spells

    Xanathar's Guide to Everything, page 152

    Create Bonfire

    0-level (Cantrip) Conjuration

    Casting Time 1 action
    Range 60ft
    Duration Concentration, 1 minute
    Components Verbal, Somatic

    You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren’t being worn or carried.   The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Class(es): Wizard, Sorcerer, Artificer

    Poison Spray

    0-level (Cantrip) Conjuration

    Casting Time 1 action
    Range 10ft
    Duration Instantaneous
    Components V, S

    You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
    At higher levels: This spell's damage increases by 1d12 when you reach 5th level 2d12 , 11th level 3d12 , and 17th level 4d12 .

    Class(es): Druid, Sorcerer, Warlock, Wizard, Artificer

    PHB

    Thorn Whip

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 30 feet
    Duration Instantaneous
    Components V S M
    Materials (the stem of a plant with thorns)

    You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
     
    At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    Class(es): Druid

    Melee Spell Attack 2d6 Piercing Damage

    PHB

    Speak with Animals

    1-level Divination (ritual)

    Casting Time 1 Action
    Range Self
    Duration 10 minutes
    Components V S

    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 DM's discretion.

    Class(es): Bard, Cleric, Druid, Paladin, Ranger

    D&D 5e PHB Page 237

    Eldritch Blast

    0-level (Cantrip) Evocation

    Casting Time 1 action
    Range 120 feet
    Duration Instantaneous
    Components V, S

    A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
    At higher levels: This spell creates more than one beam when you reach higher levels; two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

    Class(es): Warlock

    Chill Touch

    0-level (Cantrip) Necromancy

    Casting Time 1 action
    Range 120 ft.
    Duration 1 round
    Components V, S

    You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
    At higher levels: This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Class(es): Sorcerer, Warlock, Wizard

    PHB

    Friends

    0-level (Cantrip) Enchantment

    Casting Time 1 Action
    Range Self
    Duration Concentration, Concentration, up to 1 minute
    Components S M
    Materials (a small amount of makeup applied to the face as this spell is cast)

    For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When this spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

    Class(es): Bard, Sorcerer, Warlock, Wizard

    PHB

    Vicious Mockery

    0-level (Cantrip) Enchantment

    Casting Time 1 Action
    Range 60 feet
    Duration Instantaneous
    Components V

    You unleash a string of insults laved with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d8 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
    At higher levels: This spell's damage increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

    Class(es): Bard

    Saving ThrowWisdom
    1d8 Psychic Damage

    Level 1 Spells

    Xanathar's Guide to Everything

    Snare

    1-level Abjuration

    Casting Time 1 minute
    Range Touch
    Duration 8 hours
    Components S, M
    Materials 25 ft of rope, which the spell consumes

    As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.

    This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.

    The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.

    A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.

    After the trap is triggered, the spell ends when no creature is restrained by it.

    Class(es): Druid, Ranger, Wizard

    PHB

    Entangle

    1-level Conjuration

    Casting Time 1 Action
    Range 90 feet
    Duration Concentration, Concentration, up to 1 minute
    Components V S

    Grasping weeds and vines sprout from the ground in 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.

    Class(es): Druid

    Saving ThrowStrength

    Xanathar's Guide to Everything

    Cause Fear

    1-level Necromancy

    Casting Time 1 action
    Range 60 feet
    Duration Concentration, 1 minute
    Components V

    You awaken the sense of mortality in one creature you can see within range.  A construct or undead is immune to the effect.  The target must succeed on a Wisdom Saving throw or become frightened of you until the spell ends.  Teh frightened target can repeat the Saving throw at the end of each of its turns, ending the effect on a success.
    At higher levels: At Higher Levels. When you cast the spell using a spell slot of 2nd level of higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

    Class(es): Bard, Sorcerer, Warlock, Wizard

    PHB, page 246. Available in the SRD.

    Grease

    1-level Conjuration

    Casting Time 1 action
    Range 60 ft.
    Duration 1 minute
    Components V, S, M
    Materials a bit of pork rind or butter

    Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.   When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

    Class(es): Artificer, Wizard

    Basic Rules , pg. 276

    Sleep

    1-level Enchantment

    Casting Time 1 Action
    Range 90 ft (to 20 ft)
    Duration 1 Minute
    Components V, S, M
    Materials A pinch of fine sands, rose petals, or a cricket.

    Damage Type: Unconscious   Saving Throws: None   Description: This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
    Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
    Undead and creatures immune to being charmed aren't affected by this spell.

    At higher levels:
    When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

    Class(es): Bard, Sorcerer, Wizard

    Player's Handbook

    Inflict Wounds

    1-level Necromancy

    Casting Time 1 action
    Range Touch
    Duration Instantaneous
    Components Verbal, Somatic


    Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.   At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

    Class(es): Cleric, Oathbreaker

    Level 2 Spells

    Hold Person

    2-level Enchantment

    Casting Time 1 Action
    Range 60ft
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials a small straight piece of iron

    Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

    Class(es): Bard, Cleric, Druid, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Monk (Way of the Four Elements), Paladin (Oath of Conquest), Paladin (Oath of Redemption), Paladin (Oath of Vengeance), Rogue (Arcane Trickster)

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