Ama Dialos

5 Level (0/14000 XP for level-up) Guide Background Shadar-kai Race / Species / Heritage Lawful Neutral Alignment
Ranger
Level 3
Hit Dice: 3/3
1d10+1 Class 1
Fighter
Level 2
Hit Dice: 2/2
1d10+1 Class 2

STR
12
+1
DEX
15
+2
CON
13
+1
INT
8
-1
WIS
17
+3
CHA
10
+0
39
Hit Points
+2
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
16
Passive Perception
Spellcasting ...
+9 Attack mod
WIS Ability
+3 Abi Mod
28 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
+5 Dexterity
+4 Constitution
-1 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+5 Acrobatics DEX
+3 Animal Handling WIS
-1 Arcana INT
+4 Athletics STR
+0 Deception CHA
-1 History INT
+3 Insight WIS
+0 Intimidation CHA
+2 Investigation INT
skills
+3 Medicine WIS
-1 Nature INT
+6 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+5 Stealth DEX
+9 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortsword +2 DEX 1d6+2 Piercing
 Finesse, Light, Vex
Shortsword +2 DEX 1d6+2 Piercing
 Finesse, Light, Vex
Longbow +1 STR 1d8+1 Piercing
 Ammunition, Heavy, Range, Two-Handed, Slow
Attacks

Spell Book

Fighter Features


Core Fighter Traits - PHB-2024, pg. 91


Fighting Style - PHB-2024, pg. 91


You gain a Fighting Style feat of your choice, and whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat. Two-Weapon Fighting



Second Wind - Second Wind uses - PHB-2024, pg. 91


As a Bonus Action, you can draw upon a limited well of physical and mental stamina and regain 1d10+2 HP. You can use this 2 times per Long Rest, and can regain one expended use when you finish a Short Rest. Second Wind: 1 Bonus Action Uses: _ / _ Long Rest



Weapon Mastery PHB-2024, pg. 91


Hand Crossbow (Vex) Vex. If you hit a creature with a Hand Crossbow and deal damage to it, you have Advantage on your next attack roll against that creature before the end of your next turn. Shortsword (Vex) Vex. If you hit a creature with a Shortsword and deal damage to it, you have Advantage on your next attack roll against that creature before the end of your next turn. Heavy Crossbow (Push) Push. If you hit a creature with Heavy Crossbow, you can push the creature up to 10 ft. straight away from you if it’s Large or smaller. Vex (Hand Crossbow): 1 Action Vex (Shortsword): 1 Action Push (Heavy Crossbow): 1 Action



Action Surge - Action Surge uses - PHB-2024, pg. 91


On your turn you can take one additional action, except the Magic action. You can use this feature 1 time(s) until you finish a Short or Long Rest. Action Surge: Special _ / Short Rest



Tactical Mind - PHB-2024, pg. 91


When you fail an ability check, you can expend a use of Second Wind, and instead of regaining HP, you roll 1d10 and add the result to the ability check. If the check still fails, this use of Second Wind isn’t expended. Tactical Mind: Special



Ranger Features


Core Ranger Traits - PHB-2024, pg. 119


Survival, Athletics, Investigation



Spellcasting - PHB-2024, pg. 119


Favored Enemy - Hunter’s Mark - PHB-2024, pg. 119 You always have Hunter’s Mark prepared and can cast it without expending a spell slot 2 times per Long Rest. Hunter’s Mark: 1 Bonus Action. Uses: _ / _ Long Rest Hunter's Mark (C) (1st)



Weapon Mastery - PHB-2024, pg. 120


Longbow (Slow) Slow. If you hit a creature with a Longbow and deal damage to the creature, you can reduce its Speed by 10 ft. until the start of your next turn. If the creature is hit more than once with this property, the Speed reduction doesn’t exceed 10 ft. Sickle (Nick) Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. This extra attack can only be made once per turn. Slow (Longbow): 1 Action Nick (Sickle): 1 Action



Deft Explorer - PHB-2024, pg. 120


You gain Expertise with one of your skill proficiencies. You know two languages of your choice.


Celestial, Abyssal, Survival



Fighting Style - PHB-2024, pg. 120


Fighting Style feat - Archery



Ranger Subclass - PHB-2024, pg. 120


Horizon Walker (XGtE)



Horizon Walker Magic - XGtE


You learn additional spells based on your level that count as ranger spells but don't count against the number of spells you know. Protection from Evil and Good (C) (1st)



Detect Portal - XGtE


Once per short rest, as an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Detect Portal: 1 Action. _ / Short Rest



Planar Warrior - 1d8 force damage - XGtE


As a bonus action, choose one creature you can see within 30 ft. of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. Planar Warrior: 1 Bonus Action



Species Traits



Languages - MotM, pg. 5


Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.


Primordial



Creature Type - MotM, pg. 31


You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.



Size - MotM, pg. 31


You are Medium.



Speed - MotM, pg. 31


Your walking speed is 30 ft.



Blessing of the Raven Queen - MotM, pg. 31


As a bonus action, you can magically teleport up to 30 ft. to an unoccupied space you can see. Starting at 3rd level, you gain resistance to all damage when you teleport using this trait until the start of your next turn. You can use this feature 3 times per long rest. Blessing of the Raven Queen: 1 Bonus Action Uses:


_ / _ / _ / Long Rest. Blessing of the Raven Queen (Resistance): 1 Bonus Action



Darkvision - MotM, pg. 31


You can see in dim light within 60 ft. of you as if it were bright light and in darkness as if it were dim light, only discerning colors in that darkness as shades of gray.



Fey Ancestry - MotM, pg. 31


You have advantage on saving throws you make to avoid or end the charmed condition on yourself.



Keen Senses - MotM, pg. 31


You have proficiency in the Perception skill.



Necrotic Resistance - MotM, pg. 31


You have resistance to necrotic damage.



Trance - MotM, pg. 31


You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if those hours are spent in a trancelike meditation in which you remain conscious. When you finish this trance you gain two proficiencies - each one a weapon or tool of your choosing from the Player’s Handbook. This lasts until you finish your next long rest. Navigator's Tools, Forgery Kit



Feats



Two-Weapon Fighting - PHB-2024, pg. 210 (Fighter)


When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren’t already adding it to the damage.



Archery - PHB-2024, pg. 209 (Ranger)


You gain a +2 bonus to attack rolls with Ranged weapons.



Magic Initiate (Druid) - PHB-2024, pg. 201 (Guide Background)


Two Cantrips. You learn two cantrips of your choice from the Druid spell list. Int., Wis., or Cha. is your spellcasting ability for this feat's spells. Level 1 Spell. Choose a level 1 spell from the Druid spell list. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have. Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list. Repeatable. You can take this feat more than once, but you must choose a different spell list each time. Wisdom based.


Gust (Cantrip), Starry Wisp (Cantrip), Faerie Fire (C) (1st) _ / Long Rest




Features & Traits

Studded Leather armor, Longbow, Shortsword, Shortsword, Cloak, Quiver




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 50, Platinum: 0 Money
Primordial, Common, Celestial, Abyssal

Languages & Proficiencies

I've seen a lot, but there's much that remains unanswered within our own universe. Stick with me, and we'll survive.





Personality Traits
In a world of cutthroats, there should be a general rule set for everyone to follow.

Ideals
A great debt is owed, and I will do whatever I can to repay it.

Bonds
Valuables are needed for my debt. Even if my comrade earned it, I NEED it.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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Statblocks for race/species of the character.

Shadar-kai

Ability Score Increase Your Dexterity score increases by 2. Your Constitution score increases by 1.
Size Medium
Speed 30ft

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. Necrotic Resistance: You have resistance to necrotic damage. Blessing of the Raven Queen: As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest.   Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

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

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Level 0 Spells

Evolving Cantrips

Gust

0-level (Cantrip) Evocation

Casting Time 1 action
Range 30 feet
Duration Instantaneous
Components V,S

You seize the air and compel it to create one of the following effects at a point you can see within range: • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. • You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
At higher levels: At 5th Level. When you push a creature with this spell, you may do so up to 10 feet. When you push an object with this spell, you can affect all other applicable objects within a 5-footcube. Additionally, the spell can be used to displace vapor, gas,or fog within a 5-foot cube. At 11th Level. This spell can affect Large creatures, pushing them up to 5 feet, and objects affected by this spell can be pushed up to 20 feet. Additionally, by aiming a gust at the ground below you, you extend the distance of your high jump or long jump by 5 feet. At 17th Level. This spell can affect all creatures and objects within a 10-foot cube simultaneously. Additionally, by aiming a gust at the ground below you, you extend the distance of your high jump or long jump by 10 feet.

Class(es): Druid, Sorcerer, Wizard

PHB

Starry Wisp

0-level (Cantrip) Evocation

Casting Time: Action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
Attack/Save: Ranged
Damage/Effect: Radiant

You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition.

At higher levels:
LVL
52d8
113d8
174d8

Available for: Bard, Druid

Level 1 Spells

PHB

Ensnaring Strike

1-level Conjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, up to 1 minute
Attack/Save: Saving Throw
Damage/Effect: Piercing
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.
Available for: Ranger

PHB

Faerie Fire

1-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: Verbal
Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).   Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
Available for: Artificer, Bard, Druid

PHB

Fog Cloud

1-level Conjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: Verbal, Somatic
Duration: Concentration, up to 1 hour
You create a 20-foot-radius sphere of fog centered 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.
Available for: Druid, Ranger, Sorcerer, Wizard

PHB

Hail of Thorns

1-level Conjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, up to 1 minute
Attack/Save: Saving Throw
Damage/Effect: Piercing
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
Available for: Ranger

PHB

Hunter's Mark

1-level Divination

Casting Time: 1 bonus action
Range/Area: 90 feet
Components: Verbal
Duration: Concentration, up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.   If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Available for: Ranger

PHB

Protection from Evil and Good

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: Holy water or powdered silver and iron, which the spell consumes
Duration: Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.   The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Available for: Cleric, Druid, Paladin, Warlock, Wizard

XGE

Zephyr Strike

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, up to 1 minute
Attack/Save: Melee/Ranged
Damage/Effect: Force
You move like the wind. For the duration, your movement doesn’t provoke opportunity attacks.   Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
Available for: Ranger

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