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Tierdyn Topalied

6 Level (0/23000 XP for level-up) Other (Wild Child) Background Young Dragon Race / Species / Heritage Neutral Good Alignment
Curse Blood Ranger
Level 6
Hit Dice: 5/6
1d10+3 Class 1

STR
8
-1
DEX
20
+5
CON
16
+3
INT
12
+1
WIS
14
+2
CHA
8
-1
58
Hit Points
+5
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+5 Attack mod
WIS Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+8 Dexterity
+3 Constitution
+1 Intelligence
+2 Wisdom
-1 Charisma
saving throws
+5 Acrobatics DEX
+5 Animal Handling WIS
+1 Arcana INT
-1 Athletics STR
-1 Deception CHA
+1 History INT
+5 Insight WIS
-1 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+4 Nature INT
+8 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+1 Religion INT
+5 Sleight of Hand DEX
+8 Stealth DEX
+8 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +5 DEX 1D4+5 piercing
 Finesse, light, thrown (20/60)
Death´s Shroud +5 DEX 1D10+5 necrotic
 Origin Artefact, Martial Weapon (LongBow) - Range, Special Ammunition, Heavy, Two-Handed
Attacks

Spell Book

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Dragon's Darkvision: You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You can discern colors in darkness. You also have 30ft blindsight, any source that gives you additional blindsight less than what you already have will give you an additional 10ft.

Dragon Ancestry: You have resistance to a specific damage type associated with your draconic ancestry (Necrotic)

Dragon breath: When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy. On a failed save, the creature takes Xd10 damage of the type associated with your Dragon Ancestry. X equals double your proficiency. You can use your Dragon Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. (DC = 8 + your Constitution modifier + your proficiency bonus)

Draconic Armour: While not wearing armour, your base AC is 18, and cannot go below regardless of what kind of armour you are wearing.

Draconic Spell-casting: Through your inherent connection to the tapestry of the draconic weave, you possess the knowledge of specific spells infused with draconic energy. You gain the ability to cast alter self at will, and at 1st level, you choose one 1st level spell. Upon reaching 3rd level, you can select one 2nd level spell, and at 5th level, you may choose one 3rd level spell. These chosen spells integrate into your draconic repertoire, allowing you to cast each of them once per day without expending a spell slot. Alternatively, you have the option to cast these spells using spell slots of the appropriate level. Intelligence, Wisdom, Charisma, or Constitution is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Favoured Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies (Undead), as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
  • Undead

  • Natural Explorer
    You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

    You ignore difficult terrain.

    You have advantage on initiative rolls.

    On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

    In addition, you are skilled at navigating the wilderness.


    You gain the following benefits when traveling for an hour or more:
    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.

    Expertise
    You gain Expertise in two of your Skill Proficiencies of your choice (Perception + Survival)

    Origin Bonus; Wild Child: You can use wild shape once per long rest, the max CR rating is equal to your proficiency modifer.

    Death's Shroud - Origin Artefact, Martial Weapon (LongBow) - Range, Special Ammunition, Heavy, Two-Handed - D10 Necrotic

    A black bow made from shadow, with a single long steel bar running through its darkness. This bow was blessed by Luna Death V, Queen of the Underworld. It was once a feared weapon for having been used to slay Death IV, the previous monarch. However, Luna eventually forgave the bow and permitted its return to Limbus thus appearing to you.

    Origin Special
    This weapon is connected to your soul, as such it becomes stronger with you as you are chosen. At level 3, 6, 10, your weapon becomes a +1, +2, +3 to your attack and damage rolls with this weapon.

    Special Ammunition
    This weapon doesn't require ammunition and instead uses your shadow to conjure arrows. Creatures harmed by these arrows can't regain hit points until the start of your next turn.

    Undead, Fiends, & Aberrations hit by these arrows take an additional weapons damage die in damage as their flesh is seared from their body.

    Maxillia's Undead Mark
    Starting at 3rd level, when a creature is marked with Hunter's Mark, True Strike, Hex, Faerie Fire, Guiding Bolt, or Bane, you can use your bonus action to empower your next arrow. This empowered arrow automatically hits the marked target, but you still roll to determine if it scores a critical hit.

    If there are multiple marked targets, you can choose to target all the creatures however the damage of the attack is halved unless it is a critcal hit.

    The Under-Worlds Shattering Blow
    At 6th level, once per turn when you make an attack, you have the option to summon a massive 10-foot-long arrow. This arrow can pass through all types of cover to reach its target. If your attack hits, the target takes additional weapon damage dice equal to your proficiency bonus. They must then make a Dexterity saving throw against your spell save DC; on a failure, they are pushed 60 feet away and knocked prone.

    You can use this feature equal to your proficiency bonus and regain all uses on a long rest.

    Queen of Death's Slash
    Starting at 10th level, you can feel an entity is watching you and all your allies from your weapon. As an action, you can produce a 60ft cone of death, all creatures within that cone must make a Dexterity saving throw as a scythe of true death comes out of your bow. All creatures that fail take 10d10 necrotic damage (Cannot be reduced in any way), and are under the effects of hunters mark as if you had casted it onto them. Creatures that succeed take half damage and are not marked.

    Once you use this feature you cannot do so again until a long rest, or a creature under the effects of your hunters mark dies.

    LVL 2:

    Hunter's Spell
    You are adept at focusing your ire on a single foe. You always have the Hunter’s Mark Spell prepared, and it doesn’t count against the number of Spells you can prepare. Moreover, you don’t have to concentrate on the Spell once you cast it; it lasts for its full duration, until you end it as a Bonus Action, or until you are Incapacitated.

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

    LVL 3:
    Primeval Awareness
    Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.

    You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

    You cannot use this ability against a creature that you have attacked within the past 10 minutes.

    Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.

    If there are multiple groups of your favored enemies within range, you learn this information for each group.

    3rd Level Features
    Blood Mark of the Hunter
    Starting at 3rd level, you unlock the ability to harness your own life essence as a potent weapon against your foes. You can choose to expend at least one hit die to curse a creature, but you have the option to expend multiple hit dice, up to a maximum number equal to your Constitution modifier. You can only have one curse active on a target at a time.

    Curse of Necrosis; When you make a weapon attack on your turn and hit the creature, you can choose to deal additional necrotic damage equal to the roll of your Hit Dice. The target must make a Constitution saving throw against your spell save DC, or become poisoned for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends on the target.

    Curse of Entropy; When you make a weapon attack on your turn and hit the creature, you can choose to deal additional necrotic damage equal to the roll of your Hit Dice. The target must make a Constitution saving throw. On a failed save, the target has disadvantage on all saving throws until the end of your next turn.

    Curse of Bloating; When you make a weapon attack on your turn and hit the creature, you can choose to deal additional necrotic damage equal to the roll of your Hit Dice and it must succeed on a Charisma saving throw or be cursed for 1 minute. The target takes 2d6 necrotic damage at the start of each of its turns, and d6 necrotic damage whenever they make an attack roll. The target can repeat the saving throw at the end of each of its turns, removing the curse on a success.

    Curse of Attraction; As a bonus action on your turn, you can apply a curse to a creature within 30 feet of you for 1 minute. Once afflicted, the cursed creature suffers necrotic damage equal to the number of hit dice you chose to expend when applying the curse and when you hit it with a weapon attack, once per turn. However, the cursed creature gains advantage on attack rolls against you while the curse persists.

    LVL 4:

    Focused Critical:
    You've honed your combat skills to seize any opening that presents itself. When you choose this feat, select ranged weapon attacks or melee weapon attacks. You score a critical hit on a roll of 19 or 20 with attack rolls of that type.

    LVL 5:
    Extra Attack
    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    LVL6:
    Greater Favored Enemy Dragon
    Your bonus to damage rolls against all your favored enemies increases to +4.
    Language??

    Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.

    Sanguine Restoration
    Starting at 6th level, When you take damage, you can use your reaction to reduce the damage by a roll of your hit die plus your Constitution modifier.

    If this is reduced to damage to 0, then you regain your reaction.

    Features & Traits
    Scale mail
    2x Daggers
    dungeoneer´s pack
    (a backpack, a crowbar, a hammer, 10 pitons, 10 torches
    a tinderbox, 10 days of rations, a waterskin, 50 feet of hempen rope)
    Death Shroud (Long Bow) Special ammunition

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 100, Platinum: 0 Money
    Draconic Ancestry Spells:
    1st lvl: Bane 2nd lvl: Earthbind 3rd lvl: Slow
    (CON ; Spell Save DC 14 ; Mod +6)

    Ranger Spells:
    1st level: Absorb Elements, Hail of Thorns, Snare, Zephyr Strike
    2nd level: Enhance Ability, Pass without trace
    Spellcasting
    Languages:
    -Common
    -Draconic
    -Undead

    Light, Medium Armour, shields
    Simple and Martial Weapons

    Languages & Proficiencies
    - Slightly feral
  • hardy
  • focused
  • honest

  • Personality Traits
    Find the cause of the undead plague

    Ideals
    Hunting is easier with a group
    coordination is important

    Bonds
    Dislikes the scent of cities
    Distaste of the unnatural and industries

    Flaws


    ™ & © 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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