Remove these ads. Join the Worldbuilders Guild

Sven Steele

1 Level (0/300 XP for level-up) Companion Collector Background Human Race / Species / Heritage LG Alignment
Ranger
Level 1
Hit Dice: 1/1
1d10+2 Class 1

STR
10
+0
DEX
14
+2
CON
14
+2
INT
12
+1
WIS
17
+3
CHA
16
+3
12
Hit Points
+2
Initiative (DEX)
14
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
+2 Strength
+4 Dexterity
+2 Constitution
+1 Intelligence
+3 Wisdom
+3 Charisma
saving throws
+2 Acrobatics DEX
+7 Animal Handling WIS
+1 Arcana INT
+0 Athletics STR
+3 Deception CHA
+1 History INT
+5 Insight WIS
+3 Intimidation CHA
+3 Investigation INT
skills
+3 Medicine WIS
+1 Nature INT
+5 Perception WIS
+3 Performance CHA
+5 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +4 DEX 1d8+2 Piercing
 Finesse, Vex
Sling +4 DEX 1d4+2 Piercing
 Ammunition (Range 30/120), Slow
Attacks

Spell Book

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds Action Touch 1D8 V,S
 Notes:A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st
Ensnaring Strike Bonus Action Concentration, up to 1 minute 1d6 V
 Notes: The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
HUMAN TRAITS
Show spoiler
Creature Type: Humanoid
Size: Medium
Speed: 30 feet
Life Span: 80 years on average

Special traits.
Resourceful. You gain Inspiration* whenever
you finish a Long Rest.*
Skillful. You gain Proficiency in one Skill of
your choice. Investigation
Versatile. You gain the Skilled Feat or another
1st-level Feat of your choice.


Background Feat-MUSICIAN
Show spoiler
Quick to notice details of your environment, you gain the following benefits:

Instrument Training. You gain Tool
Proficiency* with three Musical Instruments*
of your choice.
Inspiring Song. As you finish a Short Rest or a
Long Rest, you can play a song on a Musical
Instrument with which you have Tool
Proficiency and give Inspiration* to allies who
hear the song. The number of allies you can
affect in this way equals your Proficiency
Bonus.


HUMAN TRAITS Feat - Healer
Show spoiler

1st-Level Feat
Prerequisite: None
Repeatable: No

You have the training and intuition to
administer first aid and other care effectively,
granting you the following benefits:
Battle Medic. If you have a Healer’s Kit, you can
expend one use of it and tend to a creature
within 5 feet of you as an Action. That
creature can expend one of its Hit Dice, and
you then roll that die. The creature regains a
number of Hit Points equal to the roll plus
your Proficiency Bonus.
Healing Rerolls. Whenever you roll a die to
determine the number of Hit Points you
restore with a spell or with this feat’s Battle
Medic benefit, you can reroll the die if it rolls
a 1, and you must use the new roll.


RANGER
Show spoiler

HIT POINTS
Hit Dice: 1d10 per Ranger level
Hit Points at 1st Level: 10 + your Constitution
modifier
Hit Points per Level after 1st: 1d10 (or 6) + your
Constitution modifier
PROFICIENCIES
Saving Throws: Strength, Dexterity
Skills (Choose 3): Animal Handling, Athletics,
Insight, Investigation, Nature, Perception,
Stealth, Survival
Weapons: Simple Weapons, Martial Weapons
Tools: None
ARMOR TRAINING
Light Armor, Medium Armor, Shields
STARTING EQUIPMENT
As a 1st-level character, you start with the
following equipment, or you can forgo it and
spend 150 GP on equipment of your choice.
Arrows (20)
Druidic Focus (Sprig of
Mistletoe)
Explorer’s Pack
Longbow or Shortbow
Quiver
Scimitar
Shortsword
Studded Leather Armor
7 G


1ST LEVEL: DEFT EXPLORER
Show spoiler
You are an unsurpassed explorer. Choose one of
your proficiencies in a skill that appears on the
Ranger skill list. You gain Expertise in that skill.
In addition, choose two types of terrain: arctic,
coast, desert, forest, grassland, mountain,
swamp, or the Underdark. You have Advantage
on Intelligence (Nature) checks about the chosen
terrains, and you have Advantage on Wisdom
(Survival) checks to track creatures in them.
Whenever you finish a Long Rest, you can
meditate and replace one of the chosen terrain
types with a different one from the list.


1ST LEVEL: SPELLCASTING
Show spoiler
You have learned to channel the magical essence
of nature to cast spells. See the Player’s
Handbook for the rules on spellcasting. The
information below details how you use those
rules as a Ranger.
Spell Slots. The Ranger table shows how many
spell slots you have to cast your spells of 1st
level and higher. To cast one of these spells, you
must expend a slot of the spell’s level or higher.
You regain all expended spell slots when you
finish a Long Rest.
Prepared Spells of 1st+ Level. You prepare
the list of spells of 1st level and higher that are
available for you to cast with this feature. To
start, choose two 1st-level spells from the Primal
spell list. Rather than choosing, you may start
with Cure Wounds and Ensnaring Strike.
The number of spells on your list increases as
you gain Ranger levels, as shown in the Prepared
Spells column of the Ranger table. Whenever
that number increases, choose additional spells
from the Primal spell list until the number of
spells on your list matches the number on the
table. The chosen spells must be of a level for
which you have spell slots. For example, if you’re
a 5th-level Ranger, your list of prepared spells
can include six Primal spells of 1st or 2nd level,
in any combination.
If another Ranger feature gives spells that you
always have prepared, those spells don’t count
against the number of spells on the list you
prepare with this Spellcasting feature, but those
spells otherwise follow the rules in this feature.
Changing Your Prepared Spells. Whenever
you finish a Long Rest, you can replace one spell
on your list with another Primal spell for which
you have spell slots.
Spellcasting Ability. Wisdom is your
Spellcasting Ability for your Ranger spells.
Spellcasting Focus. You can use a Druidic
Focus as a Spellcasting Focus for the spells you
prepare for this class.


1ST LEVEL: WEAPON MASTERY
Show spoiler
Your training with weapons allows you to use
the Mastery property of two kinds of weapons of
your choice with which you have proficiency,
such as Longbows and Longswords.
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 Scimitars and Shortswords.


Background Companion Collector
Show spoiler
You Explore the world looking to find new and strange creatures either in the hopes of befrending them or subugateing them. Ability Scores. Choose three ability scores, and increase each of them by 1. Feat. Observant Equipment. Tent, two-person, Pouch, Lantern - bullseye, Paper (10 sheet's), Ink Pen, Ink (Well), Clothes, traveler’s, Clothes, fine. and 10 gold
Skill Proficiencies Persuasion, Survival
Tool Proficiencies Calligrapher's supplies
Languages Primordial


Features & Traits
Tent, two-person, Pouch, Lantern - bullseye, Paper (10 sheet's), Ink Pen, Ink (Well), Clothes-traveler’s, Clothes-fine, Explorer’s Pack, Studded Leather Armor, Rapier, Shortbow, 20 arrows.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 35, Platinum: 0 Money


™ & © 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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

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

Meddice.

Statblock Type

Character Sheet (latest)

Link/Embed