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Gaudreau

16 Level (0/225000 XP for level-up) Beast Master Background Half Elf Race / Species / Heritage Alignment
Ranger
Level 16
Hit Dice: 16/16
1d10+1 Class 1

STR
14
+2
DEX
16
+3
CON
13
+1
INT
11
+0
WIS
18
+4
CHA
13
+1
140
Hit Points
+6
Initiative (DEX)
16
Armor Class (AC)
+5
Prof. Bonus
30
Speed (walk/run/fly)
36
Passive Perception
Spellcasting ...
+16 Attack mod
WIS Ability
+4 Abi Mod
17 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
+7 Strength
+8 Dexterity
+1 Constitution
+0 Intelligence
+4 Wisdom
+1 Charisma
saving throws
+6 Acrobatics DEX
+16 Animal Handling WIS
+0 Arcana INT
+13 Athletics STR
+2 Deception CHA
+0 History INT
+6 Insight WIS
+2 Intimidation CHA
+10 Investigation INT
skills
+6 Medicine WIS
+10 Nature INT
+16 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+0 Religion INT
+6 Sleight of Hand DEX
+16 Stealth DEX
+16 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Marksman Bow/ Hunter's Arrow +3 DEX 2d8+4+3 piercing
 Eliminates enemy disadvantage on rolls against stealth enemies, hitting target does not reveal you if stealthed
Poison Arrow +3 DEX 2d8+4+3 piercing
 Additional 2d4 Poison dmg upon failed con save
Mercurite Arrow +3 DEX 4d12+8+3 piercing
 Gets stuck in target and reduces speed by half until removed using an action
Ruby Arrow +3 DEX 2d8+4+3 Piercing
 Magic is nullified by the target until arrow is removed using an action
Attacks

Spell Book

Feat: Tough
Feat: Sharpshooter
Merc. Tactician
Fighting Style: Archery
Favored Enemy: beasts, plants, celestials
Natural Explorer: Woodland, Mountains, Grasslands
Exceptional Training
Bestial Fury
Share Spells
Vanish

Features & Traits
crate of Ruby
notebook
tattered business cards
net Grenades (
Bait Arrows

Equipment Copper: 12150, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Light/Medium Armor & Shields (Camouflage Armor bonus: Gain advantage on all stealth Checks)
Simple & Martial weapons
Tool Proficiency- Harmonica

Common, Dwarven, Elvish, Orc

Languages & Proficiencies
SPELLS:
Speak With Animals: gain the ability to comprehend and verbally communicate with beasts (1hr VS)
Animal Friendship: This Spell lets you convince a beast that you/your party mean it no harm (24hr VSM)
Cure Wounds: A creature regains 1d8+ Spell cast mod
Conjure nature spirits that appear as a large pack of spectral animals of the caster's choice (10 min VS)
gain the ability to speak with plants within a 30 ft range, as well as endow them with sentience and command them to perform simple tasks (10 Min VS)
Flame Arrows: gives your arrows a 1d6 extra fire damage. works on up to 12 arrows (1 Hr VS)
Summon Beast: Call forth a bestial spirit adapted to land, air, or water (1hr VSM)
Barkskin:: With a touch, a willing creature is given a thick tree bark like skin, their AC cannot be lower than 16 while the spell is active (1Hr VSM)
Conjure Woodland Beings: summons up to 8 fey creatures in an unoccupied space. (1hr VSM)
Guardian Of Nature: a nature spirit transforms me into a powerful guardian (primal beast or great tree)
Grasping Vine: a vine sprouts from the ground to grab a target, if target fails DEX, they arre pulled 20ft toward vine

Notes


™ & © 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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