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Atzi Coatl

6 Level (0/23000 XP for level-up) Feylost Background Changeling Race / Species / Heritage Chaotic Neutral Alignment
Ranger
Level 6
Hit Dice: 5/6
1d10+1 Class 1

STR
12
+1
DEX
16
+3
CON
13
+1
INT
8
-1
WIS
16
+3
CHA
14
+2
49
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
35
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
+4 Strength
+6 Dexterity
+1 Constitution
-1 Intelligence
+3 Wisdom
+2 Charisma
saving throws
+3 Acrobatics DEX
+9 Animal Handling WIS
-1 Arcana INT
+1 Athletics STR
+5 Deception CHA
-1 History INT
+6 Insight WIS
+5 Intimidation CHA
-1 Investigation INT
skills
+3 Medicine WIS
-1 Nature INT
+6 Perception WIS
+2 Performance CHA
+5 Persuasion CHA
-1 Religion INT
+3 Sleight of Hand DEX
+6 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Short Sword +3 DEX 1d6+3 Pierce
 Finesse, Light, Finisher (+1d6 on prone)
Longbow +6 DEX 1d8+3 Pierce
 Ammunition, Heavy, Status, Range(150|600), Two-Handed
Floating Rapier +3 DEX 1d8+3 Pierce
 Finesse, Parry, Status
Lightning Longbow +6 DEX 1d10+1d6+3 Pierce
 Ammunition, Heavy, Status, Range(150|600), Two-Handed
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Poison Spray +6 1 Action 10ft Inst 1d12 V, S
Thaumaturgy +5 1 Action 30ft 1 Minute V

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Animal Friendship 1 Action 30ft 24hr V, S, M
 Notes:only works on snakes
Searing Smite +6 1 Bonus Action Self Concentration 1d6 V
Goodberry 1 Action Touch Inst V, S, M
 Notes:10 Berries, 1pt HP per berry, Will nourish for full day.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Misty Step 1 Action Self Inst V
 Notes:once per day
Spike Growth 1 Action 150ft Concentration 2d4 V, S, M
Mutation Trait:
Serpentine Spellcasting- You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can’t do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Ranger Feats:

-Favored Foe
You always have the Hunter’s Mark (1d6) spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.

Twinblood Class: Fighter lv 2

-Action Surge

-Extra Attack

Feats:
-Observant:
*If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
*You have a +5 bonus to your passive Wisdom (Perception [21]) and passive Intelligence (Investigation [14]) scores.

Features & Traits
Armor: Studded Leather Armor (12AC+Dex)
-Gains effects of Freedom of Movement Spell
Weapons: Short Sword x2, Longbow
-Floating Rapier (Weapon, rapier): For up to 1 hour per day, you can cause this fine blade to float six feet above the ground. It is able to support up to 500 pounds suspended from it, and moves as though it were conjured by the Floating Disk spell
-Lightning Longbow: Deals an Additional 1d6 Lightning Damage

Equipment Copper: 0, Silver: 2, Electrum: 0, Gold: 53, Platinum: 5 Money
Languages: Common, Sylvan, Draconic, Abyssal, Elvish, Celestial, Primordial
Proficiencies:

  • Armor: Light, Medium, Shields

  • Weapons: Simple, Martial

  • Tools: Pungi (Musical Instrument)


Dark Vision
Canny: Animal Handling
Fighting Styles: Archery (+2 Ranged), Close Quarters Shooter (5ft Ranged no disadvantage, +1 Ranged, Ignore 1/2 + 3/4 cover at 30ft)
Primeival Awareness

Drakenwarden:
Drake Companion
At 3rd level, as an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.
The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.
In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.
The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.
Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.

Second Wind: Bonus Action, regain 1d10+ Fighter Lvl HP; once per short/long rest

Languages & Proficiencies
Has a pet snake named Apricot
Drake Companion:
Small dragon
Armor Class: 14 + PB (natural armor) [17]
Hit Points: 5 + five times your ranger level (the drake has a number of hit dice [d10s] equal to your ranger level) [30]
Speed: 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 8 (−1) 14 (+2) 8 (−1)
Saving Throws: Dex +1 plus PB, Wis +2 plus PB [Dex 3, Wis 4]
Damage Immunities: determined by the drake’s Draconic Essence trait [Cold]
Senses: darkvision 60 ft., passive Perception 12
Languages: Draconic
Challenge: Proficiency Bonus (PB) equals your bonus [3]
Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake’s damage immunity and the damage of its Infused Strikes trait. [Cold]
Actions
-Bite. Melee Weapon Attack: +3 plus PB [3] to hit, reach 5 ft., one target. Hit: 1d6 plus PB [3] piercing damage.
Reactions
-Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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[block: Changeling Mutation: Yuan Ti]

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