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Calder tar Sar-Gath

2 Level (350/900 XP for level-up) Uthgardt Tribe Member Background Variant Human Race / Species / Heritage Chaotic Good Alignment
Ranger
Level 2
Hit Dice: 2/2
1d10+2 Class 1

STR
13
+1
DEX
19
+4
CON
14
+2
INT
12
+1
WIS
16
+3
CHA
10
+0
24
Hit Points
+4
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+6 Dexterity
+2 Constitution
+1 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+4 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+3 Athletics STR
+0 Deception CHA
+1 History INT
+3 Insight WIS
+0 Intimidation CHA
+3 Investigation INT
skills
+3 Medicine WIS
+1 Nature INT
+5 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+4 Sleight of Hand DEX
+6 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +6 DEX 1d4+4 Piercing
 Finesse, Light, Thrown
Handaxe +3 STR 1d6+1 Slashing
 Light, Thrown
Shortsword +6 DEX 1d6+4 Piercing
 Finesse, Light
Longbow +3 STR 1d8+1 Piercing
 Ammunition, Heavy, Range, Two-Handed
Attacks

Spell Book

Leather, Dagger, Handaxe, Shortsword, Longbow, Arrows, Backpack, Clothes Traveler's, Hunting Trap, Bedroll, Mess Kit, Rations (1 day), Rope Hempen (50 feet), Tinderbox, Torch, Waterskin

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Spell DC: 14; Spell Attack +6
Spellcasting
Common, Elvish, Goblin

Languages & Proficiencies
Nature. The natural world is more important than all the constructs of civilization. (Neutral) Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)

Ideals
My family, clan, or tribe is the most important thing in my life, even when they are far from me.

Bonds
Dont expect me to save those who cant save themselves. It is natures way that the strong thrive and the weak perish. I remember every insult Ive received and nurse a silent resentment toward anyone whos ever wronged me.

Flaws
Summary: In 1491, 20-year-old Calder tar Sar-Gath is a hunter/scout of the long-lost Thunderbeast tribe of nomadic Uthgardt barbarians who inhabit the Savage Frontier. Recently, the tribal council tasked his clan, the Sar, to migrate from the High Forest to the Neverwinter Wood and sent Calder to reconnoiter the wider area to gain intelligence for roaming, raiding, and eventually, to re-establish the tribe’s ancestral grounds at Morgur’s Mound.

Appearance & General Demeanor:
Calder is an average-height (5’8”) human male with shoulder-length black & gray-streaked hair and piercing green eyes. He wears typical Uhgardt clothing: embroidered shirt, leggings, and buckskin boots, and, wrapped around his shins and forearms, buckskin puttees, all in woodland colors, but without any distinctive tribal markings. He usually has a hood, and depending on the weather, he also wears a cloak with a symbol of Mielikki.

If without his full panoply, e.g., while in a city or in a secure camp, Calder carries a large hunting knife and a few pouches on his belt, and his Uthgardt handaxe (e.g., tomahawk) tucked in the belt in the small of his back (often concealed by a cloak), and a sling around his wrist. When hunting or scouting, his full panoply also includes similar Uthgardt-made leather armor, a hunting shortsword, a composite bow with quiver, and a backpack, and sometimes a hunting trap or a net. His panoply, however, does not bear the typical, bright Uthdardt markings and decorations permanently. When in the wild, Calder will add these by painting, or re-wrapping his bow and other items, but with the muted colors of a hunter and scout.

By demeanor, Calder is an optimistic, curious, and laid-back young man who often is irreverent to authority. He is especially amused by the haughtiness of human ‘nobles’ and elves, or the stubbornness of dwarves, and looks for great one-liners to goad them, often failing miserably. He speaks with a subtle, but distinct Bothii accent of Common.

Notes


™ & © 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.

The statblocks of your Weapons, armor and other important/magical equipment

Studded Leather Armor

Armor
Piercing Resistance
Common

A light chest piece fashioned with a series of small metal studs.
It is favored by those who wish to seek protection from piercing attacks.

Type AC STR Req. Stealth Dis. Properties
Light 12 + DEX

Cost: Padded Lining x2, Leather Straps x 2, Reinforced Rivets x 3, Hardened Leather x 2


 

Studded Leather Armor

Armor
Piercing Resistance
Common

A light chest piece fashioned with a series of small metal studs.
It is favored by those who wish to seek protection from piercing attacks.

Type AC STR Req. Stealth Dis. Properties
Light 12 + DEX

Cost: Padded Lining x2, Leather Straps x 2, Reinforced Rivets x 3, Hardened Leather x 2


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

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

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Shortsword

Melee Weapon Finesse, Light Common

Type Damage Damage Range Properties
Martial 1d6 Piercing Finesse, Light

Cost: 10 gp Weight: 2 lb


 

The statblocks of your class features

Natural Explorer

Ranger, Level 1

Also at 1st level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 6th and 10th level.

Favored Enemy

Ranger, Level 1

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.   You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.   When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.   You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Fighting Style | Two-Weapon Fighting

Fighter


When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.

Dual Wielder

You master fighting with two weapons, gaining the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Fighting Style | Archery

Fighter


You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Reddit

Human (Variant)

Potential alternative to Human Variant since I'll probably let people start with a feat.
ability score increase: One ability score of your choice increases by 2, and another ability score of your choice increases by 1.
age: Humans reach adulthood in their late teens and live less than a century.
alignment: Humans tend toward no particular alignment. The best and the worst are found among them.
Size: Medium
speed: 30 ft.
Languages: You can speak, read, and write Common and one extra language of your choice.
race features:
Human Determination. When you make an attack roll, an ability check, or a saving throw, you can choose to give yourself advantage. Once you use this ability, you can’t use it again until you finish a short or long rest.
Skill Versatility. You gain proficiency in one skill or tool of your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

The Archive of Esoteric Secrets

Hunter's Prowl

3-level Illusion

Casting Time 1 Bonus Action
Range Self
Duration 1 Round
Components S, M
Materials a clump of earth

You employ a magical camouflage, making yourself virtually invisible until the start of your next turn. Whilst invisible in this way, your movement is doubled, and your attack rolls deal an additional 1d6 damage, increasing by a further +2 should you be in your favoured terrain.

Class(es): Ranger

PHB, page 238

Entangle

1-level Conjuration

Casting Time: 1 action
Range/Area: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: Strength
Grasping weeds and vines sprout from the ground in a 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.

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


Created by

A. Gamer.

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