+6 | Strength |
+8 | Dexterity |
+2 | Constitution |
+1 | Intelligence |
+4 | Wisdom |
+2 | Charisma |
+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 |
Weapon | Attack | Damage |
---|---|---|
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 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
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.
You gain a +2 bonus to attack rolls you make with ranged weapons.
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.
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.
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.
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.
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.
Languages. You can speak, read, and write Common, Aarakocra, and Auran.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB, page 251
1-level Divination
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.
Player's Handbook
1-level Conjuration
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.
1-level Evocation
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.
1-level Divination (ritual)
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.
1-level Divination (ritual)
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.
2-level Abjuration
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.
2-level Divination (ritual)
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.
2-level Divination (ritual)
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.
Xanathar's Guide to Everything
2-level Abjuration
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.
Statblocks for your Trinkets, businesses, building, castles, empires.