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Sorisu Makanouchi

5 Level (0/14000 XP for level-up) Noble Background Reborn (Aracokra) Race / Species / Heritage Alignment
Ranger - Deep stalker conclave
Level 5
Hit Dice: 5/5
1d10+3 Class 1

STR
14
+2
DEX
18
+4
CON
16
+3
INT
8
-1
WIS
14
+2
CHA
12
+1
49
Hit Points
+4
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
40/40
Speed (walk/run/fly)
15
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+5 Strength
+7 Dexterity
+3 Constitution
-1 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+7 Acrobatics DEX
+5 Animal Handling WIS
-1 Arcana INT
+2 Athletics STR
+1 Deception CHA
-1 History INT
+2 Insight WIS
+1 Intimidation CHA
+2 Investigation INT
skills
+2 Medicine WIS
-1 Nature INT
+5 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
-1 Religion INT
+7 Sleight of Hand DEX
+7 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Bow +7 DEX 1d8+4 Piercing
 Ammunition, Heavy, Range, Two-Handed, 150/600
Watashi +7 DEX 1d6+4 Slashing
 Finesse, Versatile (1d8)
Throwing knife +7 DEX 1d6+4 Piercing
 Light, Thrown (30/90), Finesse, Special
Attacks
Racial stuffs:

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1. If you are replacing your race with this lineage, replace any Ability Score Increase you previously had with this.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you gain this lineage.
Speed. Your walking speed is 30 feet.
Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Deathless Nature. You have escaped death, a fact represented by the following benefits:
You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
You have advantage on death saving throws.
You don’t need to eat, drink, or breathe.
You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
Knowledge from a Past Life. You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Feats:

Eldritch Adept
Source: Tasha's Cauldron of Everything

Prerequisite: Spellcasting or Pact Magic feature

Studying occult lore, you learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind, you can choose that invocation only if you’re a warlock who meets the prerequisite.

Whenever you gain a level, you can replace the invocation with another one from the warlock class.

Devil's Sight
Source: Player's Handbook

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Class shit:

Druidic warior: You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.

Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack

Features & Traits
spells:

Cantrip: Primal Savagery, Mold earth, Mage hand.
1st level: Hail of thorns, Long strider, Hunters mark, Fog cloud, Disguise self (deep stalker), Cause Fear ( Warlock invo ).
2nd level: Magic Weapon, Summon beast, rope trick (deep stalker)


Actual equipment: Dunegoneers pack, noble backround bullshit (i will come up with on the fly), Longbow, 32 arrows, 2 wakazashis, 12 throwing knives, and caltrops.

Equipment Copper: 5, Silver: 12, Electrum: 0, Gold: 48, 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.

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