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Jenny

6 Level (0/23000 XP for level-up) Alchemist's Apprentice / Professional Wanderer Background Forest Gnome Race / Species / Heritage Chaotic Good Alignment
Ranger
Level 6
Hit Dice: 6/6
1d10+1 Class 1

STR
8
-1
DEX
19
+4
CON
12
+1
INT
14
+2
WIS
16
+3
CHA
14
+2
51
Hit Points
+4
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30/30/30
Speed (walk/run/fly)
16
Passive Perception
Spellcasting ...
+6 Attack mod
WIS Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+7 Dexterity
+1 Constitution
+2 Intelligence
+3 Wisdom
+6 Charisma
saving throws
+4 Acrobatics DEX
+3 Animal Handling WIS
+2 Arcana INT
+5 Athletics STR
+2 Deception CHA
+2 History INT
+3 Insight WIS
+2 Intimidation CHA
+5 Investigation INT
skills
+3 Medicine WIS
+2 Nature INT
+6 Perception WIS
+2 Performance CHA
+5 Persuasion CHA
+2 Religion INT
+4 Sleight of Hand DEX
+7 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longbow +8 DEX 1d8+4 piercing
 Ammunition (range 150/600), heavy, two handed
Shortsword +7 DEX 1d6+4 piercing
 Finesse, light
Attacks

Spell Book

Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Natural Illusionist. You know the Minor Illusion cantrip. Intelligence is your spellcasting modifier for it.

Speak with Small Beasts. Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.

Deft Explorer: You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level (Roving) and 10th (Tireless) level in this class.

Favored Foe: When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Primal Awareness: You can focus your awareness through the interconnections of nature: 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. These spells don't count against the number of ranger spells you know. (3rd level: Speak with Animals, 5th level: Beast Sense, 9th level: Speak with Plants, 13th level: Locate Creature, 17th level: Commune with Nature). You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

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

Features & Traits
Riding Leathers
Longbow & 20 arrows
2 Shortswords
Explorer's Pack (backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50ft hempen rope)
A set of fine clothes
Signet Ring
A tiny gnome-crafted music box that plays a lullabye

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 25, Platinum: 0 Money
Languages: Common, Gnomish, Elvish, Dwarvish, Halfling
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Alchemist's Supplies

Languages & Proficiencies
Feywild Gift: Fresh, seasonal flowers sprout from my hair each dawn.

Notes
(Updated Level 6)
A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.

Dreadful Strikes:
At 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. 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. The extra damage increases to 1d6 when you reach 11th level in this class.

Fey Wanderer Magic
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
(3rd level: Charm Person, 5th level: Misty Step, 9th level: Dispel Magic, 13th level: Dimension Door, 17th level: Mislead).

Otherworldly Glamour
Additionally at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

Fey Wanderer Abilities


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