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Jinglian

8 Level (0/48000 XP for level-up) Folk Hero Background Red Squirrel Race / Species / Heritage Chaotic Good Alignment
Ranger
Level 8
Hit Dice: 8/8
1d10+2 Class 1

STR
14
+2
DEX
18
+4
CON
14
+2
INT
10
+0
WIS
12
+1
CHA
10
+0
96
Hit Points
+4
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ...
+4 Attack mod
WIS Ability
+1 Abi Mod
12 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+5 Strength
+7 Dexterity
+2 Constitution
+0 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+7 Acrobatics DEX
+4 Animal Handling WIS
+0 Arcana INT
+2 Athletics STR
+0 Deception CHA
+0 History INT
+1 Insight WIS
+0 Intimidation CHA
+3 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+4 Perception WIS
+0 Performance CHA
+3 Persuasion CHA
+0 Religion INT
+4 Sleight of Hand DEX
+7 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Handaxe +5 STR 1d6+2 Slashing
 Light, Thrown
Longbow +9 STR 1d8+2 Piercing
 Ammunition, Heavy, Range, Two-Handed
Timberfell the Oaken Blade +7 STR 2d6+2 Piercing, Slashing, Force
 Finesse, Light,
Timberfell the Oaken Bow +9 STR 1d8,1d6+2 Piercing, Force
 Ammunition, Heavy, Range, Two-Handed
Attacks

Spell Book

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #

Favored Enemy

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.

Humanoids

Humanoids are the main peoples of a fantasy gaming world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds.

Elves
Goblinoids
Elvish
Elementals

Elementals are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds.

Goblin

Natural Explorer

You have a favored terrain type. Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it. While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel, your group can’t become lost except by magical means, you remain alert to danger even when you are engaged in another activity, you can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures, you learn the exact number, sizes, and how long ago they passed through the area.

Forest

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.

Grassland

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.

Fighting Style

You adopt a particular style of fighting as your specialty.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Spellcasting

You can cast known ranger spells using WIS as your spellcasting modifier (Spell DC 12, Spell Attack +4).

Primal Awareness

You learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table.
Speak with Animals(1st) Once per Long Rest
Beast Sense(2nd) Once per Long Rest

Ranger Archetype

Fey Wanderer

Dreadful Strikes

When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.

Fey Wanderer Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table.
Charm Person(1st)
Misty Step(2nd)

Otherworldly Glamour

Whenever you make a CHA check, you gain a +1 bonus to the check: Persuasion

Ability Score Improvement

Ability Score Improvement

Dexterity Score
Dexterity Score

Extra Attack

You can attack twice whenever you take the Attack action on your turn.

Beguiling Twist

You have advantage on saving throws against being charmed or frightened.
Whenever you or a creature you can see within 120 ft. of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 ft. of you to make a WIS saving throw (DC:12). If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Beguiling Twist: 1 Reaction

Land’s Stride

Moving through nonmagical difficult terrain costs you no extra movement and you can also pass through nonmagical plants without being slowed by them and without taking damage from them. You have advantage on saving throws against plants that are magically created or manipulated to impede movement.

Features & Traits
Amulet of Proof against Detection and Location, Timberfell the Oaken Blade / Bow, Studded Leather, Handaxe, Longbow, Backpack, Clothes Fine, Component Pouch, Quiver, Quiver, Torch, Waterskin, Shovel, Bedroll, Clothes Common, Healer's Kit, Mess Kit, Pot Iron, Rations (1 day), Tinderbox, Whetstone, Arrows

Equipment Copper: 85, Silver: 99, Electrum: 0, Gold: 2454, Platinum: 0 Money
Common, Elvish, Goblin

Languages & Proficiencies
I have a strong sense of fair play and always try to find the most equitable solution to arguments.
I judge people by their actions, not their words.

Personality Traits
Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)

Ideals
My tools are symbols of my past life, and I carry them so that I will never forget my roots.

Bonds
The people who knew me when I was young know my shameful secret, so I can never go, "home," again.

Flaws
Illusory butterflies flit about my person while taking a short or long rest.

Notes


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