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Phydeaoux

5 Level (0/14000 XP for level-up) Mount Background Blink Dog Race / Species / Heritage Lawful Good Alignment
Beast Sidekick
Level 5
Hit Dice: 5/5
1d10+2 Class 1

STR
15
+2
DEX
17
+3
CON
15
+2
INT
10
+0
WIS
13
+1
CHA
11
+0
44
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
65
Speed (walk/run/fly)
14
Passive Perception
_ / 4
Instinct
_ / 1
Teleport
Spellcasting ...
+3 Attack mod
CHA Ability
+0 Abi Mod
11 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+5 Strength
+3 Dexterity
+5 Constitution
+0 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+3 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+2 Athletics STR
+0 Deception CHA
+0 History INT
+1 Insight WIS
+0 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+4 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+0 Religion INT
+6 Sleight of Hand DEX
+6 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Bite +5 STR 2d6+2 Piercing
 Basic. Can teleport before or after using.
Stomp +5 STR 1d12+2 Bludeoning
 Secondary. Heavy
Attacks

Spell Book

Level 3 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Blink 1 Action Self 1 minute V,S
 Notes: d20 at end of each turn. on 11+ vanish into Ethereal Plane, return at the start of your next turn within 10ft of where you were b4 vanishing. Can only see 60ft into plane caster vanished from.
Bestial Path: Beast of Cunning, Instincts: (See class feature),
Pain Response (Lash Out) - take damage: spend 1 instinct point, reaction move up to half speed toward enemy that struck you and bite against them if in your reach.
Beast of Cunning (lvl 3) Pack Tactics - Advantage on attack rolls against creatures within 5ft of you and an ally (that isn't incapacitated)
Blink Steed - When this creature casts Blink, any creature riding it vanishes with this creature.
Blink Dog Teleport - ACTION! The dog (and any rider) magically teleport up to 65ft to a visible space. At the start of the creature's turn, d6 on a 4+ this creature's teleport recharges. If a Displacer Beast or creature wearing a Displacement cloak is within 60 feet of this creature before it teleported, both creatures take 2 damage.
Displacer Hatred - If a creature with Displacement or wearing a Displacement cloak is attacked within 60 feet, it and this creature take 2 damage.
Major Instincts (1):
* Lunging Attack - expend 1 Instinct when a basic attack hits and force them to make a Strength saving throw against your Instinct Save DC or be knocked prone. (DC = 8 + Proficiency + Str mod)
Minor Instincts (2):
* Keen Senses (Hearing and Smell) - Advantage on perception checks with listed senses
* Size: Large - base size = Large

Features & Traits
Saddlebags, Blanket, (10x) Rations, Waterskin, Saddle of the Cavalier, Sentinel Shield

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

  • Blink Dog

  • Sylvan (can understand but not speak)


Proficiencies:

  • Light Armor, Medium Armor, Heavy armor



Languages & Proficiencies


™ & © 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

DMG

Saddle of the Cavalier

Tack and Harness

Uncommon

While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.


Sentinel Shield

Armor Magical Uncommon

While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.

Type AC STR Req. Stealth Dis. Properties
Shield 2

Cost: 200 gp Weight: 7lb


 

The statblocks of your class features

Beast Sidekick

Beasts are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals.
hit dice: d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 6 + your Constitution modifier per beast level after 1st
armor proficiencies: Light, Medium, Heavy
weapon proficiencies: ---
tools: ---
saving throws: Strength, Consitution
skills: Choose two from Animal Handling, Insight, Intimidation, Perception, Purrsuasion, Stealth, Survival
starting equipment:
You start with the following equipment:

  • Saddlebags

  • Blanket

  • 10 days of rations

  • Waterskin

spellcasting:
Beasts are incapable of spellcasting.
class features:
Speed. Your base speed is 40 feet.
Size. Your base size is Medium.
Ability Scores — Limited Standard Array.
You can use the following array for use in determing your sidekick's starting stats: [6, 7, 12, 14, 14, 16].
*Note: The lowest stat is applied to the beast's intelligence. You may reduce this number from 6 to 2 if you wish (matters if you plan on utilizing Beast Bond).  

Bestial Path

At 1st level, you can determine your bestial path: Beast of Brawn, Beast of Agility, or Beast of Cunning, detailed at the end of the class description. Your bestial path grants you features at 1st level and again at 3rd, 7th, 11th, and 18th level.  

Instincts

Starting at 1st level, your primal instincts drive you to survival; your tenacity, ferocity, and cunning are what keep you alive. These instincts are represented by a number of instinct points. Your beast level determines the number of points you have, as shown in the Instinct Points column of the Beast table.   You can spend these points to fuel various instinct features. You start off knowing one major and one minor instinct of your choice. You learn more instincts as you gain levels in this sidekick class.   When you spend an instinct point, it is unavailable until you finish a short or long rest, at the end of which you regain the stamina necessary to recover these instinct points.   Some of your instinct features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:   Instinct save DC = 8 + your proficiency bonus + your Strength modifier  

Major Instincts

  Major Instincts
 

Lithe

Your Instinct save DC now uses your Dexterity modifier instead of your Strength modifier.  

Size: Huge

Prerequisite: Size Large
Your size is increased from the size of Large to Huge.  

Size: Tiny

Prerequisite: Size Small
Your size is reduced from the base size of Small to Tiny.  

Ambusher

You have advantage on attack rolls against any creature you have surprised when you also expend an Instinct Point.  

Amorphous

Prerequisite: Size Tiny
You can move through a space as narrow as 1 inch wide without squeezing.  

Armored

You increase your Armor Class by 1.  

Avoidance

Prerequisite: Lithe
Choose one ability score. If you are subjected to a spell or effect that allows you to make a saving throw with that ability score to take only half damage, you can expend 1 Instinct Point and you instead take no damage if it succeeds on the saving throw, and only half damage if you fail.  

Charger

You gain the Charger feat.  

Constrict

You can crush creatures you grapple. As a bonus action, when you have a creature grappled and expend an Instinct Point, you can deal 1d8+Strength modifier damage to the grappled creature.  

Damage Transfer

While grappling a creature, when you take damage from a weapon attack and expend an Instinct Point, you take only half damage dealt to you (rounded down), and the grappled creature takes the other half.  

Devil's Sight

Prerequisite: Darkvision
Magical darkness doesn't impede your darkvision.  

Hemorrhaging

Your attacks cause deep internal or external bleeding on creatures struck by your basic attack when you expend an Instinct Point. When a struck creature starts their turn, the target loses 4 (1d8) hit points due to blood loss. At the end of each of the creature's turns it can attempt a Constitution saving throw with a DC equal Instinct Save DC to end this effect. Magical healing or regeneration also end this effect.  

Improved Difficulty

You are more skilled in the use of your abilities. Increase the DC of Instinct Save DC by 1.  

Limited Pack Tactics

You have advantage on attack rolls against a creature if you expend 1 Instinct Point and at least one of your allies are within 5 feet of the target and the ally isn't incapacitated.  

Petrifying Attack

One of your weapon attacks can petrify creatures struck by it. Choose one of your weapon attacks. Creatures hit by this attack, when you expend 1 Instinct Point, must succeed on a Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is ptrified for 24 hours.  

Rampage

When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action and expend 1 Instinct Point to move up to half your speed and make a basic attack.  

Siege Monster

Prerequisite: Large Size or greater
You deal double damage to objects and structures.  

Tunneler

Prerequisite: Burrow Speed
You can burrow through solid rock at half your burrow speed and leave a tunnel equal to half your Size in your wake.  

Venemous

Your basic attack is venemous. When you expend 1 Instinct Point and hit a creature with this attack the target must make a DC 14 Constitution saving throw. On a failed save, the target is poisoned until the end of its turn.  

Wounded Fury

While your companion or you have 10% of your hit points or fewer, you have advantage on attack rolls. In addition, you deal an extra 7 (2d6) damage to any target you hit with a melee attack.  

Relentless

If you take an extra (6+your Beast Level) damage or less that would reduce you to 0 hit points, you can spend 1 instinct point. You are reduced to 1 hit point instead. Once you use this feature you cannot benefit from it again until you have complete a long rest.  

Last Stand

If you take damage that would reduce you to 0 hit points, you can spend 1 instinct point. You remain conscious but make death saving throws as normal. When you fail your first saving throw you slip into unconsciousness and continue making death saving throws.

Flyby

Prerequisite: Flight Speed
You don't provoke an opportunity attack when you fly out of an enemy’s reach.  

Pounce

If you move at least 20 feet straight toward a creature and then hit it with an attack on the same turn, you can spend 1 instinct point and cause the target to make a Strength saving throw or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action.  

Swarm

The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a tiny creature. The swarm can only regain hit points by spending 1 or more instinct points to replenish its numbers as a bonus action on its turn; each instinct point equates to 2 expended hit dice of healing. Swarms cannot benefit from temporary hit points.  

Trampling Charge

Prerequisite: Size Large or greater
If you move at least 20 feet straight toward a creature and then hit it with an attack on the same turn, you can expend 1 instinct point to force the target to make a Strength saving throw or be knocked prone. If the target is prone, the creature can make one attack against it as a bonus action.  

Improved Natural Camouflage

Prerequisite: Natural Camouflage
The creature has advantage on Dexterity (Stealth) checks.  

Ink Cloud

Prerequisite: Swim Speed
You can expend 1 Instinct Point to create a 20 foot-radius cloud of ink extends all around you if you are underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, you can use the Dash action as a bonus action.  

Diseased Attack

When you hit with your basic attack you can expend 1 Instinct Point. If the target is a creature, it must succeed on a Constitution saving throw against your Instinct Save DC or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.  

Lunging Attack

You can expend 1 Instinct Point when hit a creature with a basic attack and force them to make a Strength saving throw against your Instinct Save DC or be knocked prone.  

Natural Power

Prerequisite: Hooves, Stomp, or Tail Attack, Size Large
You may double the damage dice of attacks made with your Hooves, Stomp, or Tail Attacks.  
 
 

Minor Instincts

  Minor Instincts
 

Aggressive

As a bonus action you move up to your speed toward a hostile creature that you can see.  

Amphibious

You can breath air and water.  

Cunning

You have advantage on saving throws against being charmed.  

Darkvision

You have darkvision out to a range of 60 feet.  

Dive Attack

Prerequisite: Fly Speed
If you are flying and dives at least 20 feet straight toward a target and then hit it with a melee attack, the attack deals an extra 4 (1d8) damage to the target.  

False Appearance

You can blend in to the world in a unique way. While you remain motionless, you are indistinguishable from one specific type of object such as a dead shrub or rock.  

Familiar

You become a permanent quasi-familiar. When your spellcaster companion casts a spell with a range of touch, you can deliver the spell as if you had cast the spell. You must be within 100 feet of your spellcaster companion, and you must use your reaction to deliver the spell when your companion casts it. If the spell requires an attack roll, you use your spellcaster companion's attack modifier for the roll.  

Hold Breath

You can hold your breath for 15 minutes.  

Iron Scent

You can pinpoint, by scent, the location of ferrous metal within 30 feet of you.  

Keen Senses

Choose two between hearing, sight, and smell. You have advantage on Wisdom (Perception) checks that rely on those two senses.  

Locomotion

You can move in a unique way. Choose from burrow, climb, fly, or swim. You gain that type of movement with a value equal to your base speed.  

Mimicry

You can mimic any sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check with a DC equal to your Instinct Save DC.  

Mount

You are large enough to carry other creatures on your back. Unlike most mountable creatures, you can be your rider's size or larger. You cannot be smaller than your rider to take this Instinct.  

Multiple Heads

You have more than one head. You gain an extra reaction that can be used only for opportunity attacks. You can select this Instinct multiple times. Each time you gain a new head, you gain an extra reaction that can be used only for opportunity attacks.  

Ranged Attacks

You gain a new way to attack. This new attack deals 1d6 damage and you choose the type of damage (piercing or bludgeoning) the attack does. You can use Strength or Dexterity for its attack and damage bonuses. This attack has a range of 25/50 feet.  

Natural Camouflage

You gain advantage on Dexterity (Stealth) checks made to hide in one favored terrain of your choice from the Ranger's Natural Explorer class feature.  

Natural Defenses

You Armor Class increases by 1.  

Nimble

You are particularly quick. Your base land speed increases by 10 feet.  

Poisonous

Prerequisite: Bite Attack
Your bite attack deals an additional 2 (1d4) poison damage.  

Powerful Attack

Your attacks increase its damage die by one size (claws or tentacles do not benefit from this feature).  

Reach

You increase the range of one of your melee attacks by 5 feet. You can select this Instinct multiple times. Each time it it taken, choose a different melee attack.  

Reckless

At the start of your turn, you can gain advantage on all melee attack rolls you make during that turn, but attack rolls against you have advantage until the start of your next turn.  

Shared Senses

Your companion can use a bonus action to transfer their senses into you. They can see, hear, and smell anything you can. You must be within 10 miles of your companion to use this feature.  

Sleepless

You cannot be put to sleep with magic.  

Slippery

You are slick to the touch. You have advantage on ability checks and saving throws made to escape a grapple or being restrained.  

Standing Leap

Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start.  

Stench

Any creature that starts its turn within 5 feet of you must succeed on a Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to your Stench for the next 24 hours.  

Sticky

You are sticky to the touch. Attempts you make to make or maintain a grapple has advantage.  

Trained

You gain proficiency in two skills of your choice. You can take this instinct multiple times. Each time it is taken, select two different skills you gain proficiency with.  

Unarmored Defense

Your Armor Class equals 10 + your Dexterity modifier + your Constitution or Wisdom modifier.  

Web Weaver

You ignore movement restrictions caused by webbing and gain the following action:   Web (Recharge 5-6).
While recharged, you can expend an Instinct Point to utilize the following attack.
Ranged Weapon Attack: Dexterity modifier + proficiency bonus to hit, range 30/60ft., one Large or smaller creature.
Hit: The creature is restrained in webbing. As an action, the restrained creature can make a Strength check against your Instinct Save DC, escaping the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage.  

Water Breathing

You can breathe only underwater.  

Echolocation

You gain Blindsight out to a range of 60 feet. You cannot benefit from this sense while you are deafened.  

Sure-footed

You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.  

Illumination

You shed bright light in a 30 foot radius and dim light for an additional 30 feet.  

Beast of Burden

You are considered to be an animal one-size larger than your size for the purpose of determining your carrying capacity.  

Shell Defense

Your speed is permanently reduced by 20 feet. You can now withdraw into your shell, gaining a +4 bonus to its AC until you emerge. You can emerge from your shell as a bonus action on your turn.  

Size: Small

Your size is reduced from the base size of Medium to Small.  

Size: Large

Your size is increased from the base size of Medium to Large.  

Superior Darkvision

Prerequisite: Darkvision
Your Darkvision expands out to a range of 120 feet.  
 
 

Possible Beast Magic Item Features

  Possible Beast Magic Item Features
 

Blood Frenzy

You deal 3 (1d6) extra damage to and have advantage on attack rolls against any creature that doesn't have all its hit points.  

Magic Resistance

You have advantage on saving throws against spells and other magical effects.  

Magical Hide

You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.  

Masterful Difficulty

You are a master at using your abilities. You increase the DC of your Instinct Save DC by 1.  

Regeneration

You regain your proficiency bonus in hit points at the beginning of your turn. Choose two damage types. If you take damage of either type, this feature doesn't function at the start of your next turn. You die only if you start your turn with 0 hit points and do not regenerate.  

Treestride

Once on your turn, you can use 10 feet of your movement to step magically into one living tree within your reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.  

Truesight

You gain truesight out to a range of 10 feet.  

Rust Metal

Any nonmagical weapon made of metal that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits you is destroyed after dealing damage.  

Magic Attacks

Your basic attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.  

Invisibility

You can cast the invisibility spell on yourself at-will. Casting the spell is a bonus action.  

Innate Spellcasting

You gain the ability to cast spells. You gain the Magic Initiate feat, though the DC of its spells are still determined by your Instinct Save DC.  

Elemental Immunity

You become immune to one type of elemental damage.  

Displacement

You project a magical illusion that makes you appear to be standing near your actual location, causing attack rolls against you to have disadvantage. If you are hit by an attack, this feature is disrupted until the end of your next turn. This feature is also disruptied while you are incapacitated or have a speed of 0.  

Confer Elemental Resistance

You can grant resistance to damage you resist to anyone riding you.    
 
 

Natural Weapons

Animals have a variety of different attacks. Select one Basic Attack and one Secondary Attack.
  Basic Attack. This attack utilizes your Strength modifier and deals 1d8 damage. It's damage type is dependent on your choice of the attack:
  • Bite (Piercing)
  • Horns (Piercing)
  • Slam (Bludgeoning)
  • Talons (Slashing)
  Secondary Attack. You can choose one among Claws, Tentacles, Spines/Spikes attacks which have the Finesse property, or one among Hooves, Stomp, or Tail attacks which have the Heavy property. Their damage and damage types are listed below.
  • Claws (Slashing) -- 1d6
  • Tentacles (Bludgeoning) -- 1d6
  • Hooves (Bludgeoning) -- 2d4
  • Stomp (Bludgeoning) -- 1d12
  • Tail (Bludgeoning, Reach 10 feet) -- 1d8
  • Spines/Spikes (Piercing, Ranged 20/60) -- 1d8
 

Pain Response

At 2nd level, you've learned to cope with pain. Choose one from the following options to determine how you fight through it.  

Bestial Endurance

You can focus yourself to occasionally shrug off injury. When you take damage, you can use one instinct point and use your reaction to roll a d8. Add your Constitution modifier to the number rolled and reduce the damage by that total.  

Lash Out

When you take damage, you can use one instinct point and use your reaction to move up to half your speed toward the enemy who struck you and make a bite attack against them if they're within your reach.  

Extra Attack

At 6th level you can attack twice, instead of once, whenever it takes the Attack action on its turn.   The number of attacks increases to three when the sidekick reaches 15th level.  

Enraged

While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d6 damage with your melee attacks.  

Natural Ascension

At 20th level you have become one with nature. You are a paragon of all animalkind. You suffer none of the drawbacks of old age, and you can’t be aged magically.   You cannot be frightened while you are conscious, and you have gained the ability to move between planes. As such, you can slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn. You can use this a number of times equal to your proficiency bonus. You regain all uses of this feature at the conclusion of a long rest.   Additionally, you can cast Plane Shift (Self) at will.
subclass options:

Beast of Brawn

 

Bonus Proficiencies

At 1st level you gain proficiency in the Athletics skill and you gain advantage on Constitution saving throws.  

Thick Hide

At 3rd level you can shrug off blows that might be fatal to others; when you're hit by an attack you can expend 1 Instinct Point and use your reaction to add your Strength modifier to your AC.  

Natural Endurance

At 7th level your hit dice increases from a d10 to a d12. This change is retroactive; causing your hit point calculation to change from 4+(6*constitutionMod) to 5+(7*constitutionMod) if not rolling.  

Rejuvination

At 11th level whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).  

Thunderous Roar

At 18th level your spirit begins to entertwine itself with Mother Nature herself. You are filling into the role as one of her Aspects of the Beast, an animal of legend. When you roar, so too do the heavens. As a bonus action, your roar is amplified to be heard alongside its accompanying chorus of thunder; it is audible within 300 feet of you. Each creature within 30 feet of you must succeed on a Constitution saving throw or take 4d6 thunder damage and be thrown 10 feet away from you and knocked prone. A creature who succeeds on their saving throw take half damage and are not moved. You can use this ability a number of times equal to your Constitution modifier. You regain all uses at the conclusion of a long rest.  

Beast of Agility

 

Bonus Proficiencies

At first level you gain proficiency in the Acrobatics skill and expertise in one skill of your choice in which you are proficient.  

Cunning Action

Starting at third level, your natural instincts and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.  

Predatory Fury

At 7th level, once on each of your turns when you attack with a claw, tentacle, or fist using the Attack action, you can make one additional claw attack as part of the same action.   Additionally, immediately after you take the Attack action on your turn, you can spend 1 instinct point to make one claw or tentacle attack as a bonus action.  

Evasion

Beginning at 11th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.  

Master Predator

At 18th level your spirit begins to entertwine itself with Mother Nature herself. You are filling into the role as one of her Aspects of the Beast, an animal of legend. You know how to strike subtly and exploit your prey's distraction. Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack if you have advantage on the attack roll and you expend 1 instinct point.   You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.  

Beast of Cunning

 

Bonus Proficiencies

At first level you gain proficiency in the Sleight of Hand skill and Wisdom Saving Throws.  

Pack Tactics

At third level, you are best suited working in pack. You have advantage on attack rolls against a creature if you and at least one of your allies are within 5 feet of the target and the ally isn't incapacitated.  

Instinct Surge

At 7th level as a Bonus Action you can rely on your cunning ways to twist things into your favor. You can restore a number of Instinct Points equal to your proficiency bonus. Once you have used this feature you must complete a short rest before may use it again.  

Battle Readiness

You may add your proficiency bonus to your initiative rolls. Additionally, you may expend 1 Instinct Point to gain advantage on the roll.  

Inspiring Companion

You gain telepathy out to a range of 30 feet. You communicate via images and smells. A creature does not need to know a language to understand you.   When a creature within 30 feet of you makes an attack roll, saving throw, or an ability check, you can use a reaction to give them advantage on the roll. The target of your surge of inspiration also gains 10 temporary hit points and is immune to the Frightened condition while those temporary hit points remain. You can use this feature a number of times equal to your Wisdom modifier.
LevelProficiency BonusFeaturesInstinct PointsInstincts Known
1st+2Bestial Path, Bestial Path Feature, Instincts, Natural Weapons12
2nd+2Pain Response22
3rd+2Bestial Path Feature32
4th+2Ability Score Improvement42
5th+3Minor Instinct43
6th+3Extra Attack (1 extra)43
7th+3Bestial Path Feature, Major Instinct44
8th+3Ability Score Improvement44
9th+4Minor Instinct45
10th+4Enraged55
11th+4Bestial Path Feature55
12th+4Ability Score Improvement, Major Instinct66
13th+566
14th+5Ability Score Improvement66
15th+5Extra Attack (2 extra) Minor Instinct77
16th+5Ability Score Improvement87
17th+687
18th+6Bestial Path Feature, Major Instinct98
19th+6Ability Score Improvement98
20th+6Natural Ascension108

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

The Big Blink Dog CR: 2

Large fey, lawful good
Armor Class: 14
Hit Points: 43 5d10+16
Speed: 65 ft

STR

15 +2

DEX

17 +3

CON

15 +2

INT

10 +0

WIS

13 +1

CHA

11 +0

Skills: Perception +3, Stealth +5
Senses: passive Perception 13
Languages: Blink Dog, understands Sylvan but can't speak it
Challenge Rating: 2

2/day: Blink


  • Keen Hearing and Smell. The Big Blink Dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Pack Tactics. The Big Blink Dog has advantage on an attack roll against a creature if at least one of the dog's allies is within 5 feet of the creature and the ally isn't incapacitated.
  • Blink Steed. Any creature riding the Big Blink Dog is carried with it whenever it casts Blink.
  • Displacer Hatred. Whenever a creature with the Displacement ability or wearing a Displacement Cloak is attacked, the creature and the Big Blink dog each take 2 damage if they are within 60 feet of each other.

Actions

  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 2d6+3 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
  • Teleport (Recharge 4-6). The dog magically teleports, along with any equipment or creatures it is wearing or carrying, up to 65 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack. If a Displacer Beast or creature wearing a Displacement cloak is within 60 feet of the Big Blink Dog before it teleported, both creatures take 2 damage.

Roughly the size of a common Warhorse, Big Blink Dogs otherwise resemble their normal sized kin. Often found in solitude, Big Blink Dogs have almost always been tampered with by a mage of some kind and have an innate desire to be part of a pack again. Due to mage tampering the "Blink" of the Big Blink Dog is often enhanced. Big Blink Dogs have immediately aggressive responses to the presence of Displacer Beasts and cloaks of their hide.

Statblocks for companions, followers and other allies.

Soveliss

14 Level (20900/165000 XP for level-up) Far Traveler Background Wood Elf Race / Species / Heritage Chaotic Good Alignment
Ranger
Level 11
Hit Dice: 11/11
1d10+1 Class 1
Fighter
Level 3
Hit Dice: 3/3
1d10+1 Class 2

STR
12
+1
DEX
16
+3
CON
12
+1
INT
12
+1
WIS
16
+3
CHA
11
+0
101
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+5
Prof. Bonus
35
Speed (walk/run/fly)
18
Passive Perception
_ / 1
Action Surge
_ / 2
Second Wind
_ / 2
Superiority Dice (d6)
_ / 1
Ethereal Step
_ / 3
Arcane Shot
Spellcasting ...
+8 Attack mod
WIS Ability
+3 Abi Mod
16 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
+6 Strength
+8 Dexterity
+1 Constitution
+1 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+3 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+6 Athletics STR
+0 Deception CHA
+1 History INT
+8 Insight WIS
+0 Intimidation CHA
+6 Investigation INT
skills
+3 Medicine WIS
+6 Nature INT
+8 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+8 Stealth DEX
+8 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Emerald Dragon's Wrath Longbow (Wakened) +12 DEX 2d8+2+3 Piercing
  2d6 psychic damage, (range 150/600ft), nat20 5ft explosion of 5 psychic damage, (1/dawn) 30ft cone 8d6 psychic damage DC16 dex save
Sunblade +10 DEX 1d8+4+3 Slashing
 versatile ( 1d10+2+3 when 2-handing), radiant instead of slashing against undead & extra 1d8 damage, Finesse, 15ft bright light, 15ft dim light
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Druid cantrip
Druid cantrip

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Protection from Evil and Good 1 Action Touch Concentration, 10 minutes V,S,M
 Notes:Horizon Walker Spell
Cure Wounds +8 1 Action Touch Instantaneous 1d8+3 V,S
Goodberry 1 Action Touch Instantaneous 1 V,S,M
Reaction Self 1 Round 1d6 S
 Notes:when you take acid, cold, fire, lightning, or thunder damage

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +8 1 Action Touch Instantaneous 1d8+3 + V,S
Reaction Self 1 Round 1d6 + S
 Notes:when you take acid, cold, fire, lightning, or thunder damage
Misty Step 1 Bonus Action Self Instantaneous V
 Notes:Horizon Walker Spell
Cordon of Arrows 1 Action 5ft 8 Hours 4d6 V,S,M
 Notes:Upcasting adds 2 arrows/level
Spike Growth 1 Action 150ft Concentration, 10 minutes 2d4 V,S,M

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +8 1 Action Touch Instantaneous 1d8+3 + V,S
Reaction Self 1 Round 1d6 + S
 Notes:when you take acid, cold, fire, lightning, or thunder damage
Cordon of Arrows 1 Action 5ft 8 Hours 4d6 + V,S,M
 Notes:Upcasting adds 2 arrows/level
Haste 1 Action 30ft Concentration, 1 minute V,S,M
 Notes:Horizon Walker Spell
Flame Arrows 1 Action Touch Concentration, 1 hour 1d6 V,S
Conjure Barrage 1 Action Self (60ft) Instantaneous 3d8 V,S,M
Darkvision (60ft), Detect Portal (1 mile), Extra Attack,
Mask of the Wild - can attempt to hide when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Favored Enemy (Fiend) / Greater Favored Enemy (Fey) - +4 damage; advantage to tracking and information recall rolls; advantage on spell & ability saving throws from the greater
Natural Explorer (Forest, Mountain, Underdark) - advantage on initiative; ignore difficult terrain; (1st round) advantage against creatures that haven't acted yet
Fighting Styles (Archery/Dueling) - +2 to ranged weapon attack rolls / +2 damage with 1-handed melee weapon attacks
Primeval Awareness - can communicate simple ideas to a beast as an action, and can read its basic mood and intent
Land’s Stride - moving through nonmagical difficult terrain costs you no extra movement; pass through nonmagical plants without being slowed or taking damage; advantage on saving throws against plants that are magically created or manipulated.
Hide in Plain Sight - when hiding, if you avoid moving, creatures that attempt to detect you take a −10 penalty to their Perception checks until the start of your next turn. You lose this benefit if you move or fall prone. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected
Planar Warrior - B.Action choose a creature within 30ft, your next hit on that creature is all Force damage + 2d8 bonus damage
Ethereal Step - (1/rest) B.Action shift to the ethereal plane for 6 seconds: you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.
Distant Strike - When you use the Attack action, you can teleport up to 10 ft before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
Second Wind (2/rest) - B.Action heal 1d10 + fighter level
Action Surge (1/rest) - take an additional action, must be: Attack, Dash, Disengage, or Dodge.
Sharpshooter - no disadvantage on long range attacks; ranged attacks ignore 1/2 and 3/4 cover; optional -5 to hit for +10 damage.
Maneuvers: (1/ Attack, saving throw or check) (DC = 8 + proficiency bonus + strength or dexterity modifier)

  1. Goading Attack - hit with a attack, sxpend Superiority Die to goad target. Add the Superiority Die to the damage roll, and the target makes a Wis saving throw. On a failed save, they have disadvantage on all attack rolls against targets other than you until the end of your next turn.

  2. Parry - when damaged in melee, REACTION! reduce damage by Superiority Die + DEX mod.

  3. Precision Attack (Arcane Archer) - add a Superiority die to a Hit roll. Can be used after rolling but b4 success or fail is known.

  4. Quick Toss - bonus action throw a throwable weapon, add superiority die to damage.

  5. Scholarly Insight (Arcane Archer) - add a Superiority Die to an Arcana, Nature, or Religion check. Can be used after rolling but b4 success or fail is known.

  6. Trip Attack - hit with weapon: + Superiority Die to damage, < Huge Strength save or go prone.


Arcane Shots: (1/turn) (DC = 8 + proficiency bonus + wisdom modifier)

  1. Bursting Arrow - arrow explodes on impact. all creatures within 10ft of target take 2 superiority die force damage.

  2. Grasping Arrow - target takes 2 superiority die poison damage, loses 10ft of speed, & 2 superiority die slashing damage when it moves. Athletics check by creature or its ally to remove. lasts 1 minute.



Features & Traits
[Attuned] Emerald Dragon's Wrath Longbow (Wakened), Sun Blade, [Attuned] Necklace of Adaptation, Quiver of Ehlonna, Arrows (x50), Adamantine Arrows (x4), Arrow of Fey Slaying, Arrow of Fiend Slaying, Arrow of Undead Slaying, Arrow of Slaying [unidentified] (x3), Bag of Holding, Studded Leather Armor, Rope of Mending (50 feet), pitons (x10), waterskin, rations (x10), healer's kit (x10), Heward's Handy Spice Pouch, Shawm, backpack, hempen rope (50 feet), crowbar, hammer, torches (10), tinderbox, tent, iron pot, shovel, bucket, cook's utensils, Component Pouch, Displacer Beast hide (x1.5), Knarloc Teeth (x5), Knarloc Claws (x3), Adult Blue Dragon Scales (x40), thunderherder teeth (x39), thunderherder scales (3ftx4ft x2), Suzerain Challenge Invite,
Horizon Walker Badge (x2) (10min/rest)- B. Action: extra attack for 30 second. Ethereal Step as reaction and lasts 24 seconds.
Eyes of Night (x2) - once per dawn! with a bonus action roll a d6, create 50ft radius non-magical darkness. On a 1, the eye breaks.
Sigil of an Arcane Archer - +1 Int/Wis mod, extra Arcane Shots, more Arcane Shots per action

Equipment Copper: 95, Silver: 92, Electrum: 0, Gold: 898, Platinum: 0 Money
Languages:
* Common, Elvish, Sylvan, Gnomish, Abyssal
Proficiencies:
* Simple Weapons, Martial Weapons, Light Armor, Medium Armor, Shields, Shawm, Shortswords, Longswords, Shortbows, Longbows

Languages & Proficiencies


™ & © 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.

Tsunaku

16 Level (154300/225000 XP for level-up) Guardian Background Dralec Race / Species / Heritage Lawful Neutral Alignment
Fighter
Level 16
Hit Dice: 16/16
1d12+7 Class 1

STR
27
+8
DEX
15
+2
CON
25
+7
INT
8
-1
WIS
21
+5
CHA
16
+3
268
Hit Points
+2
Initiative (DEX)
21
Armor Class (AC)
+5
Prof. Bonus
40/-/70
Speed (walk/run/fly)
20
Passive Perception
_ / 2
Action Surge
_ _ / 21/42
Days of Food
_ _ / 100
Dau-En Charge
_ / 6
Superiority Dice (D10)
_ - _ / 7
Unleash Incarnation/Reclaim Potential
_ / 4
Second Wind
+10 Expertise Bonus
+5 Proficiency Bonus
+13 Strength
+2 Dexterity
+12 Constitution
-1 Intelligence
+5 Wisdom
+3 Charisma
saving throws
+7 Acrobatics DEX
+5 Animal Handling WIS
-1 Arcana INT
+13 Athletics STR
+3 Deception CHA
-1 History INT
+10 Insight WIS
+8 Intimidation CHA
-1 Investigation INT
skills
+5 Medicine WIS
-1 Nature INT
+10 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+15 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Bite +13 STR 3d10+8 Piercing
 reach 10ft, extra 2d10 against Large or bigger creatures
Claw & DK Longsword +13 STR 2d6+8 Slashing
 reach 5ft, (Sentient) make an extra attack that deals 4d8+8 necrotic damage. Versatile
Claw & Sword of Sharpness +13 STR 2d6+8 Slashing
 reach 5ft, make an extra attack that deals 1d8+8 slashing damage. Nat 20: extra 14 damage + roll again, another 20 lops off a limb. Command word: 10ft bright light, 10ft dim light. Versatile
Tail & Hammers +13 STR 2d8+8 Bludgeoning
 Once per round, reach 15ft, if the target's within 10ft make 2 extra attacks that deal 1d6+8 thunder damage each
Fire Breath +7 CON 7d6 Fire
 15ft cone, DC20 DEX save, Breath Weapon. 1d6 x (Con mod) fire damage. DC = 8+Con Mod+Prof
Lightning Breath +7 CON 5d10 Lightning
 30ft line, DC20 DEX save, Breath Weapon. 1d10 x (Prof) lightning damage. DC = 8+Con Mod+Prof
Attacks
Breath Weapons: when you take an Attack Action, you can replace 1 of the attacks with a use of a breath weapon. Each breath can only be used once per round. Each weapon has a number of uses/long rest = to your Proficiency Bonus
Fighting Style (Dual Wielding) - if Attack Action, make a single additional attack with off-hand weapon.
Second Wind - (4/rest) On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Action Surge - (2/rest) On your turn, you can take one additional action. Must be: Attack, Dash, Disengage, or Dodge.
Improved Extra Attack - you can attack thrice, instead of once, whenever you take the Attack action on your turn.
Indomitable - (1/rest) reroll a saving throw that you fail, add fighter level to new roll, must accept new roll.
Know Your Enemy - Action!/Bonus Action! target in 60ft, reveals if it has >,=, or < AC, Hp, Prof, Levels, Str, Dex, or Con. Once per target.
Unconquerable - if 0 indomitable & failed save, spend a second wind to gain both features.
Subclass (Echo Knight):
1. Manifest Echo - B.Action! make an echo within 15ft. AC= 14+Con mod, 1Hp. Echo can use maneuvers. B.Action! switch locations with Echo for 15ft of movement. Each attack can come from you or the Echo.
2. Unleash Incarnation (7/rest) - make an extra attack from your Echo when using an Attack Action.
3. Echo Avatar - Action! see and hear through the Echo. Can only last for 10 minutes/use. Can't go more than 1,000ft.
4. Shadow Martyr (1/rest) - Reaction! teleport your Echo within 5ft of an ally you can see when attacked. Echo is the new target.
5. Reclaim Potential (7/rest) - when Echo is destroyed, gain temp HP = Superiority Die + Con mod.

Maneuvers: (1/Attack, saving throw or check) (DC = 8 + proficiency bonus + strength or dexterity modifier) 21 / 15
1. Concussive Blow - hit with a melee attack, spend a Superiority Die, and force the target to make a Constitution saving throw. On a fail, the target suffers the following effects until the beginning of your next turn: Its speed is reduced to 0, It can speak only falteringly, It cannot take actions, bonus actions, or reactions, & It has disadvantage on Dexterity saving throws.
2. Crushing Strike - hit with a melee weapon attack, spend a Superiority Die and force it to make a Constitution saving throw. On a fail, it takes extra damage equal to your Superiority Die, and its Armor Class is reduced by 1 until its defenses are repaired, or it finishes a short or long rest.
3. Execute - In place of an attack, spend a Superiority Die to try to execute an incapacitated or prone creature within 5 feet of you. Make an attack roll with a melee weapon and add your Superiority die to the attack roll. If your attack roll exceeds the target's remaining hit points, its hit points are reduced to 0.
4. Feat of Strength - When you make a Strength or Constitution-based ability check or saving throw, you can spend a Superiority Die and add it to the result of your roll. You can use this maneuver after you roll, but before you know whether you succeed or fail.
5. Feinting Attack (Echo Knight Maneuver) - spend one Superiority Die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the Superiority Die to the attack's damage roll. The advantage is lost if not used on the turn you gain it.
6. Goading Attack - hit a creature with a weapon attack, spend one Superiority Die to attempt to goad the target into attacking you. You add the Superiority Die to the attack's damage roll, and the target must make a Wisdom saving throw. On a fail, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
7. Heroic Will (Echo Knight Maneuver) - Whenever you make an Intelligence, Wisdom, or Charisma saving throw, spend a Superiority Die and add it to the result of your roll. You can use this maneuver after you roll, but before you know if you succeed or fail.
8. Intimidating Command - As a bonus action, spend a Superiority Die and shout a one-word command at a creature that can hear you within 30 feet, and force it to make a Wisdom saving throw. On a failure, it obeys your command on its next turn, unless the command is directly harmful to itself or impossible to follow.
9. Lunging Attack - make a melee weapon attack on your turn, spend one Superiority Die to increase your reach for that attack by 5 feet. If you hit, you add the Superiority Die to the attack's damage roll.
10. Menacing Shout - bonus action, spend a Superiority Die and force a creature within 30 feet that can see or hear you to make a Wisdom saving throw. On a failed save, it is frightened of you for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
The fear effect ends early for the target if the frightened creature sees you take damage of any kind.
11. Rally - bonus action and spend one Superiority Die to bolster the resolve of one of your companions. Choose a friendly creature who can see or hear you, it gains temporary hit points equal to the Superiority Die roll + your Charisma modifier.
12. Scholar's Insight (Echo Knight Maneuver) - spend a Superiority Die and add it to your roll for an Arcana, Nature, or Religion check. You can use this maneuver after you roll, but before you know if you succeed or fail.
13. Trip Attack - hit a creature with a weapon attack, spend one Superiority Die. Add the Superiority Die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
14. Whirlwind Slash (Echo Knight Maneuver) - In place of an attack, spend a Superiority Die and force each creature within range of a melee weapon you are wielding to make a Dexterity saving throw. They take damage equal to your Superiority Die + either your Strength or Dexterity modifier (your choice) on a failure, and half as much on a successful save.

Advanced Maneuver: (2/rest)
1. Disorienting Blow - hit with a melee weapon attack, spend a Superiority Die, the target takes additional damage equal to twice your Superiority Die and it suffers the following effects for 1 minute: Its speed is halved, It cannot take reactions, Its Armor Class is reduced by 2, Its Dexterity saving throw bonus is reduced by 2, On its turn it can only take an action or a bonus action, It cannot make more than one attack during its turn.
2. Heroic Focus (Echo Knight Maneuver) - bonus action, spend a Superiority Die, you must concentrate. For the next minute, or until you lose your concentration, you gain the following benefits: Your speed is doubled; You gain a +2 bonus to your Armor Class; You gain an additional action on each of your turns. It can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Search, or Use an Object action.
When the effect ends, you cannot move or take actions until after your next turn, as a wave of lethargy sweeps over you. This maneuver's effects do not stack with Haste.

Heroic Maneuver: (1/rest) Sundering Strike - In place of an attack, spend a Superiority Die to strike a creation of magical force, such as a prismatic wall, resilient sphere, or forcecage. Any magic creation of 3rd-level or lower is instantly destroyed. If the target was created with a spell of 4th-level or higher, make a Strength check. The DC equals 10 + the spell’s level. On a successful check, it is dispelled.

Legendary Maneuver: (1/rest)

Features & Traits
Dau-En Heart of Tora, 2x Fansword of the Aneans, 2x Anean Thunder Hammer, Crown of Beast Speech, Sigil of an Echo Knight, Adult Blue Dragon Skull (Hornless), Kami Crystal, Death Knight Longsword, [Attuned] Longsword of Sharpness

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: Common, Dralec
Proficiencies: Greatswords, Warhammers, Relic Beam, Longswords, __________

Languages & Proficiencies


™ & © 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.

Erensil Goldleaf

13 Level (40900/140000 XP for level-up) Sage Background High Elf Race / Species / Heritage Chaotic Good Alignment
Wizard
Level 13
Hit Dice: 13/13
1d6+0 Class 1

STR
8
-1
DEX
20
+5
CON
10
+0
INT
20
+5
WIS
14
+2
CHA
12
+1
124
Hit Points
+5
Initiative (DEX)
15
Armor Class (AC)
+5
Prof. Bonus
40
Speed (walk/run/fly)
17
Passive Perception
_ / 5
Bladesong
_ _ / 100
Wand of Writing
_ _ / 60
Arrows
Spellcasting ...
+10 Attack mod
INT Ability
+5 Abi Mod
18 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
-1 Strength
+5 Dexterity
+0 Constitution
+10 Intelligence
+7 Wisdom
+1 Charisma
saving throws
+10 Acrobatics DEX
+2 Animal Handling WIS
+10 Arcana INT
-1 Athletics STR
+1 Deception CHA
+10 History INT
+7 Insight WIS
+1 Intimidation CHA
+5 Investigation INT
skills
+2 Medicine WIS
+5 Nature INT
+7 Perception WIS
+6 Performance CHA
+1 Persuasion CHA
+5 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
LongBow +10 DEX 1d8+5 piercing
 ranged (150/600ft), ammunition, heavy, two-handed
Dancing Longsword +10 DEX 1d8+5 piercing
 Finesse, Versatile (2-handed 1d10 ), b.action (command word) sword flies 30ft, attacks creature next to it. moves 30ft per turn for bonus action. must stay with-in 30ft. returns to owner after 4th attack.
Moon-Touched Longsword +10 DEX 1d8+5 slashing
 Finesse, Versatile (2-handed 1d10 ), 15ft of bright light, 15ft of dim light
Handaxe -1 STR 1d6-1 Slashing
 Light, Thrown (20/60)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Green-Flame Blade 1 Action 5 ft Instantaneous 2d8 V,M
 Notes:As part of the cast, make a melee attack. On a hit, green flame leaps to a different visible creature within 5 feet of it. The second creature takes 2d8 +spell mod fire damage.
Booming Blade 1 Action 5 ft 1 Round 2d8 V,M
 Notes:As part of the cast, make a melee attack. 3d8 thunder damage if the target willingly moves b4 your next turn.
Mind Sliver 1 Action 60 ft 1 Round 3d6 V
 Notes:INT save. fail: damage + reduce next saving throw by 1d4 b4 the end of your next turn. success no damage or effects
Mage Hand 1 Action 60 ft 1 minute
 Notes:telekinetic: no VS, hand is invisible. You can use your action to control the hand to: open something, use an object, pour a vial, move an object 10lbs or less
Shocking Grasp 1 Action Touch Instantaneous 3d8 V,S
 Notes:As part of the cast, make a melee attack (advantage on the roll against metal armor). Target can't take reactions until the start of its next turn
Prestidigitation 1 Action 10 ft 1 Hour V,S
 Notes:make: a minor sensory effect, light or snuff candle/torch/campfire, clean or soil a 1ft cube, chill/warm/flavor something, a color/small mark/ symbol on something, or a trinket/illusory image that fits in your hand.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Shield 1 Reaction Self 1 round V,S
 Notes:+5 AC until the start of your next turn. take 0 damage from Magic Missile
Mage Armor 1 Action Touch 8 hours V,S,M
 Notes:touch a willing unarmored creature. Base AC = 13 + its DEX mod. The spell ends if the target dons armor or if you dismiss the spell as an action
Longstrider 1 Action Touch 1 hour V,S,M
 Notes:The target's speed increases by 10 feet until the spell ends. extra target per upcast level

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Misty Step 1 Bonus Action 30 ft Instantaneous V
 Notes:teleport
Web 1 Action 60 ft Concentration, 1 Hour V,S,M
 Notes: webs fill a 20-foot cube. webs are difficult terrain and lightly obscure their area. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Mirror Image 1 Action Self 1 Minute V,S
 Notes:3 illusion duplicates appear. When attacked roll d20 to determine what's hit. 6+, 8+, then 11+ to shift target to duplicate. duplicate's AC = 10 + DEX mod.
Tasha's Mind Whip 1 Action 90 ft 1 Round 3d6 V
 Notes:Target makes an Int saving throw. On a fail, they take 3d6 psychic damage, and can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only 1 of the 3. On a successful save, the target takes half damage

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Haste 1 Action 30 ft Concentration, 1 minute V,S,M
 Notes:Target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns (can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action). When the spell ends: target can’t move or take actions until after its next turn.
Counterspell 1 Reaction 60 ft Instantaneous S
 Notes:If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an Int check. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. Upcast to interrupt spells of equal or lower level.
Slow 1 Action 120 ft Concentration, 1 minute V,S,M
 Notes:Up to 6 creatures of your choice within a 40ft cube must succeed on a Wis save or their speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

Level 4 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Polymorph 1 Action 60 ft Concentration, 1 hour V,S,M
 Notes:Transform target into a beast of = or lower challenge rating or level. An unwilling creature must make a Wisdom saving throw to avoid the effect.
Dimension Door 1 Action 500 ft Instantaneous V
 Notes:Can teleport with up to one additional creature. If you don't land in an unoccupied space, you and any creature traveling with you each take 4d6 force damage and you fail to teleport.
Vitriolic Sphere 1 Action 150ft (20ft) Instantaneous 10D4 V,S,M
 Notes:Materials: a drop of giant slug bile. You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn. At Higher Levels: When you cast this spell using a higher level spell slot, the initial damage increases by 2d4 for each slot level.

Level 5 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Wall of Force 1 Action 120 ft Concentration, 10 minutes V,S,M
 Notes:create 10 snaking 10x10ft panels, a 10ft radius dome, or sphere of impassable force 1/4in thick. immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly. blocks ethereal plane
Bigby's Hand 1 Action 120 ft Concentration, 1 Minute V,S,M
 Notes:AC 20, same hp as caster object. Str 26, Dex 10. See hand table for options.

Level 6 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Scatter 1 Action 30 ft Instantaneous V
 Notes:target up to 5 creatures (Wis save if unwilling) and teleport them to a visible space within 120ft on the ground.
Sunbeam 1 Action 60 ft Concentration, 1 Minute 6d8 V,S,M
 Notes:60ft line. Succeed Con save or take radiant damage and be blinded (undead and ooze disadvantage). Action to make new lines. Creates 30ft of bright sunlight & 30ft of dim sunlight.

Level 7 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
1 Action Self (120ft) 1 Hour 4D12 V,S
 Notes:Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.
Elf Weapon Training, Darkvision (60ft), Keen Senses,
Tough - +2hp per level
Elven Accuracy - Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
Fey Ancestry - advantage on saving throws against being charmed, and magic can't put you to sleep.
Keen Mind - always know North, hours 'til sunrise/sunset, can recall anything you've seen or heard in the last month
Mobile - when you dash: difficult terrain doesn't cost you extra movement on that turn; after a melee attack: you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Telekinetic - B.Action shove a creature you can see within 30ft: target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + intelligence modifier) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
Warcaster - advantage on concentration CON saves; can do spell somatics on weapon handles; you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Researcher - When you attempt to learn or recall a piece of lore, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature.
Wizard/Bladesinger (Longsword) -

  • 1. Bladesong (proficiency bonus/rest) - B.Action (lasts 1 minute or 'til incapacitated): +INT mod to AC; walking speed +10ft; advantage on Acrobatics; +INT mod to concentration saves.

  • 2. Extra Attack - can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

  • 3. Song of Defense - When you take damage during Bladesong, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.



Features & Traits
[Attuned] Dancing Longsword, Moon-Touched Longsword, Longbow, Enduring Spellbook, Arcane Focus (ring), Efficient Quiver, Arrows (50), Component Pouch, 1/3 Adult Blue Dragon Wing leather, 2 Hp Potions, 3 Blue Pins, Handaxe,
Wand of Writing - When transcribing spells into a spellbook, you may spend a charge from this wand to reduce the time by 1 hour. You cannot reduce the time below the spells level. Max 100 charges.
Mark of a Bladesinger - Bonus action:

  • When the holder activates this mark, a level 2 Shadow Blade is summoned to their hand: This magic sword lasts 1 minute. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

  • When the holder activates this mark: if they have exhausted all of their daily uses of "Blade Song," they regain a use that will last 30 seconds.



Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 1660, Platinum: 0 Money
Common, Draconic, Elvish, Gnomish, Sylvan,
Longsword, Longbow, Shortsword, Shortbow, Dagger, Perception, Light Armor

Languages & Proficiencies


™ & © 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 3 Spells

Replacement Series

Blink

3-level Transmutation

Casting Time: 1 action
Range/Area: self
Components: VS
Duration: 1 minute
You thin the fabric of the Ethereal Plane, allowing yourself to slide seamlessly over the boundary. For the duration, roll a d20 at the end of each of your turns. On a roll of 11 or higher, you slip into the Ethereal Plane, returning at the start of your next turn to the space you left. If that space is now occupied, you appear in the nearest unoccupied space. If you rolled an 11 or higher on your prior turn's blink roll, you roll 2d20 and use the lower result. If you rolled 10 or lower, roll 2d20 and use the higher result.   While on the Ethereal Plane, you can't be perceived except by creatures capable of seeing into the Ethereal Plane. You can see and hear your plane of origin out to a range of 60 feet, but you can't interact with anything or affect any creatures there. When the spell ends, you reappear on your plane of origin. You cannot cast this spell while already on the Ethereal Plane.
Available for: Inventor, Sorcerer, Wizard

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