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Balgore Damsnar

3 Level (0/2700 XP for level-up) Spy Background High-Elf Race / Species / Heritage Alignment
Ranger Gloom stalker
Level 3
Hit Dice: 3/3
1d10+2 Class 1

STR
8
-1
DEX
16
+3
CON
14
+2
INT
12
+1
WIS
14
+2
CHA
12
+1
28
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ...
+4 Attack mod
WIS Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+5 Dexterity
+2 Constitution
+1 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
-1 Athletics STR
+1 Deception CHA
+1 History INT
+2 Insight WIS
+1 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+4 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longbow +7 DEX 1d8+3 Piercing
 Range 120/600
Sickle +5 DEX 1d4+3 Slashing
 Simple Meele Weapon
Sickle +5 DEX 1d4+3 Slashing
 Simple Meele Weapon
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mage Hand +4 30 feet 1 minute none V, S

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Ensnaring Strike +4 Self Con up to 1 minute 1d6 V
Fog Cloud +4 120 Con up to 1 hour none V, S
Disguise Self +4 Self 1 hour none V, S
Speak with Animals +4 Self 10 minutes none V, S
 Notes:Ritual

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


™ & © 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

Longbow

Weapon

Varies

Two-Handed, Heavy

A larger bow than the shortbow, consisting of 5ft-6ft limbs, thick sinew cording bowstring, and a longer powerstroke. Perhaps a bit cumbersome in close combat and atop a mount, even so, a master archer has learned to steady their aim in any situation, ignoring distractions which may impede accuracy.

Type Damage Damage Range
Martial Ranged 1d8 Piercing 120/600


The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

High Elf

Ability Score Increase +2 DEX, +1 INT
Size Medium
Speed 30 ft

Darkvision Accustomed to twilit forests and the night sky, 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.   Keen Senses You have proficiency in the Perception skill.   Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.   Elf Weapon Training You have proficiency with the longsword, shortsword, shortbow, and longbow.   Cantrip If you are a Chosen or Half-blood with a familiar you know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.   Extra Language You can speak, read, and write one extra language of your choice.

Languages. You can speak, read, and write Common and Elvish.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.

Level 1 Spells

Ensnaring Strike

1-level Conjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.   While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Fog Cloud

1-level Conjuration

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Concentration, up to 1 hour

You create a 20-foot-radius sphere of fog centred on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

PHB p233

Disguise Self

1-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 hour
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.   To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Available for: Artificer, Bard, Sorcerer, Wizard

Speak with Animals

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favour for you, at the DM’s discretion.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Kirionata.

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