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Brulryn

Ranger 5 Class & Level
Outlander Background
Aarakocran Race
Alignment

Strength 16
+3
Dexterity 20
+5
constitution 15
+2
intelligence 12
+1
wisdom 19
+4
charisma 14
+2
Total Hit Dice 5
Hit Die
1d10+2
+3 proficiency bonus
+6 Strength
+8 Dexterity
+2 Constitution
+1 Intelligence
+4 Wisdom
+2 Charisma
saving throws
+8 Acrobatics
+4 Animal Handling
+1 Arcana
+6 Athletics
+2 Deception
+1 History
+4 Insight
+2 Intimidation
+1 Investigation
+4 Medicine
+7 Nature
+7 Perception
+2 Performance
+2 Persuasion
+1 Religion
+5 Sleight of Hands
+8 Stealth
+7 Survival
skills Athletics Survival Perception Nature x 2 Stealth proficiencies

 
17
Armor Class
43
Hit Points
+5
Initiative
25
Speed
WeaponAttackDamage
Longbow 1d20+10 1d8+5 Piercing, Ammunition, Heavy, Two-Handed, Range (150/600)
Shortsword x2 1d20+8 1d6+5 Piercing, Finesse, Light
Talons 1d20+6 1d4+3 Slashing
Attacks
Lyre (instrument)
Languages: Aarakocran, Astlandi, Auran, Eleven, Draconic, Dwarvish
Proficiences
Studded Leather Armor
Equipment

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Canny

Ranger level 1

Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don’t already have it, and you can add double your proficiency bonus to ability checks using that skill.   In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Primal Awareness

Ranger level 3

You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.   Primal Awareness Spells: Ranger Level Spell 3rd detect magic, speak with animals 5th beast sense, locate animals or plants 9th speak with plants 13th locate creature 17th commune with nature   You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.

Horde Breaker

Ranger, Hunter level 3

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Sharpshooter

You have mastered ranged weapons and can make shots that others find im possible. You gain the following benefits:   Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.   Your ranged weapon attacks ignore half cover and three-quarters cover.   Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Extra Attack

Barbarian, Fighter, Monk, Paladin, or Ranger of 5th Level

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Aarakocra

Ability Score Increase +1 Wis, +2 Dex
Size Medium
Speed 25 ft, 50 ft fly

Sequestered in high mountains atop tall trees, the aarakocra, sometimes called birdfolk, evoke fear and wonder. Many aarakocra aren’t even native to the Material Plane. They hail from a world beyond — from the boundless vistas of the Elemental Plane of Air.   They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien.  

Beak and Feather

From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons.   Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with distinct tribal variations.  

Sky Wardens

Nowhere are the aarakocra more comfortable than in the sky. They can spend hours in the air, and some go as long as days, locking their wings in place and letting the thermals hold them aloft. In battle, they prove dynamic and acrobatic fliers, moving with remarkable speed and grace, diving to lash opponents with weapons or talons before turning and flying away.   Once airborne, an aarakocra leaves the sky with reluctance. On their native plane, they can fly for days or months, landing only to lay their eggs and feed their young before launching themselves back into the air. Those that make it to a world in the Material Plane find it a strange place. They sometimes forget or ignore vertical distances, and they have nothing but pity for those earthbound people forced to live and toil on the ground.  

Avian Mannerisms

The resemblance of aarakocra to birds isn’t limited to physical features. Aarakocra display many of the same mannerisms as ordinary birds. They are fastidious about their plumage, frequently tending their feathers, cleaning and scratching away any tiny passengers they might have picked up. When they deign to descend from the sky, they often do so near pools where they can catch fish and bathe themselves.   Many aarakocra punctuate their speech with chirps, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. An aarakocra might become frustrated with people who fail to pick up on the nuances; an aarakocra’s threat might be taken as a jest and vice versa.   The idea of ownership baffles most aarakocra. After all, who owns the sky? Even when explained to them, they initially find the notion of ownership mystifying. As a result, aarakocra who have little interaction with other people might be a nuisance as they drop from the sky to snatch livestock or plunder harvests for fruits and grains. Shiny, glittering objects catch their eyes.   They find it hard not to pluck the treasure and bring it back to their settlement to beautify it. An aarakocra who spends years among other races can learn to inhibit these impulses.   Confinement terrifies the aarakocra. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few aarakocra can withstand. Even when perched on a high branch or at rest in their mountaintop homes, they appear alert, with eyes moving and bodies ready to take flight.  

Homelands

Most aarakocra live on the Elemental Plane of Air. Aarakocra can be drawn into the Material Plane, sometimes to pursue enemies or thwart their foes’ designs there. Accident might also send a nest of aarakocra tumbling into a world on that plane. A few find their way to such a world through portals on their own plane and establish nests in high mountains or in the canopies of old forests.   Once tribes of aarakocra settle in an area, they share a hunting territory that extends across an area up to 100 miles on a side, with each tribe hunting in the lands nearest to their colony, ranging farther should game become scarce.   A typical colony consists of one large, open-roofed nest made of woven vines. The eldest acts as leader with the support of a shaman.  

Great Purpose

Aarakocra enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. For this reason, it takes an exceptional circumstance for an aarakocra to leave his or her tribe and undertake the adventurer’s life. Neither treasure nor glory is enough to lure them from their tribes; a dire threat to their people, a mission of vengeance, or a catastrophe typically lies at the heart of the aarakocra adventurer’s chosen path.   Two other circumstances might call an aarakocra to adventure. First, aarakocra have historical ties to the Wind Dukes of Aaqa. Exceptional individuals honor that connection and might seek out the missing pieces of the Rod of Seven Parts, the remains of an artifact fashioned by the Wind Dukes long ago to defeat the Queen of Chaos’s monstrous champion, Miska the Wolf-Spider.   When plunged into Miska’s body, the chaos in his blood sundered the rod and scattered its pieces across the multiverse. Recovering the pieces means gaining honor and esteem in the eyes of the vaati who forged it and could possibly restore a powerful weapon for defense against the agents of elemental evil.   Second, aarakocra are sworn foes of elemental earth, in particular the gargoyles that serve Ogrémoch, the Prince of Earth. The Aarakocra word for gargoyle is loosely translated as “flying rock,” and battles between aarakocra and gargoyles have raged across the Elemental Planes of Earth and Air, occasionally spilling into a world on the Material Plane. Aarakocra on that plane might leave their colonies to lend aid to other humanoids committed to fighting earth cults and thwarting their efforts.  

Aarakocra Names

As with much of their speech, aarakocra names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. When interacting with other races, aarakocra may use nicknames gained from people they meet or shortened forms of their full names.   An aarakocra of either gender may have one of these short names: Aera, Aial, Aur, Deekek, Errk, Heehk, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek, Urreek, or Zeed.  

Aarakocra Traits

As an aarakocra, you have certain traits in common with your people. Being able to fly at high speed starting at 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others. As a result, playing an aarakocra requires special consideration by your DM.   Age Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.   Alignment Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.   Size Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.   Flight You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.   Talons You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.

Languages. You can speak, read, and write Common, Aarakocra, and Auran.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

PHB, page 251

Hunter's Mark

1-level Divination

Casting Time 1 action
Range 90ft
Duration Concentration, 1 hour
Components V

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.

Class(es): Ranger

Player's Handbook

Hail of Thorns

1-level Conjuration

Casting Time 1 bonus action
Range Self
Duration Concentration, up to 1 min.
Components V

The next time you hit with a ranged weapon attack, in addition to the normal effects of the attack, the target and each creature within 5 feet of it must make a Dexterity save. A creature takes 1d10 piercing damage on a failed save, or half as much on a success.
At higher levels: The damage increases by 1d10 for each slot level above 1st, to a maximum of 6d10.

Class(es): Ranger

Cure Wounds

1-level Evocation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V S

A creature you touch regains a number of Hit Points equal to d8 + your Spellcasting ability modifier. This spell has no effect on Undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by d8 for each slot level above 1st.

Class(es): Bard, Cleric, Druid, Paladin, Ranger

Detect Magic

1-level Divination (ritual)

Casting Time 1 Action
Range Self
Duration Concentration, Up to 10 Minutes
Components V, S

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.   The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Class(es): Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

Speak with Animals

1-level Divination (ritual)

Casting Time 1 action
Range Self
Duration 10 minutes
Components V, S

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 favor for you, at the DM's discretion.

Class(es): Bard, Druid, Ranger

Level 2 Spells

Cordon of Arrows

2-level Abjuration

Casting Time 1 Action
Range 5 ft
Duration 8 Hours
Components V, S, M
Materials four or more arrows or bolts

You plant four pieces of nonmagical ammunition – arrows or crossbow bolts – in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.   When you cast this spell, you can designate any creatures you choose, and the spell ignores them.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.

Class(es): Ranger

Beast Sense

2-level Divination (ritual)

Casting Time 1 action
Range Touch
Duration Concentration, 1 Hour
Components S

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

Class(es): Druid, Ranger

Locate Animals or Plants

2-level Divination (ritual)

Casting Time 1 action
Range Self
Duration Instantaneous
Components V, S, M
Materials A bit of fur from a bloodhound

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

Class(es): Bard, Druid, Ranger

Xanathar's Guide to Everything

Healing Spirit

2-level Abjuration

Casting Time 1 bonus action
Range 60 feet
Duration Concentration, Up to 1 minute
Components V, S

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).

Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore ld6 hit points to that creature (no action required). The spirit can’t heal constructs or undead.

As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see.


At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.

Class(es): Druid

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SupremeMSquared22.

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