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Heian Oakenhul

Ranger 5 Class & Level
Hermit Background
Wood Elf Race
Chaotic Good Alignment

Strength 11
+0
Dexterity 19
+4
constitution 12
+1
intelligence 12
+1
wisdom 14
+2
charisma 11
+0
Total Hit Dice 3
Hit Die
1d10+1
+3 proficiency bonus
+2 Strength
+6 Dexterity
+3 Constitution
+3 Intelligence
+4 Wisdom
+2 Charisma
saving throws
+4 Acrobatics
+4 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+0 History
+0 Insight
+0 Intimidation
+0 Investigation
+4 Medicine
+3 Nature
+0 Perception
+0 Performance
+0 Persuasion
+3 Religion
+4 Sleight of Hands
+6 Stealth
+0 Survival
skills

 
13
Armor Class
39
Hit Points
+4
Initiative
35ft
Speed
WeaponAttackDamage
Shortswords 1d20+4+2 1d6+4
Longbow (+4 dex mod, +3 prof bonus, +2 Archery) 1d20+9 1d8+4
+1 extra attack
Attacks
Light armor
Medium Armor
Longsword, shortsword
Simple weapons
Marial Weapons
Shortbow
Longbow


Herbalism kit

Languages: Common, Elvish (fluent) and Giant
Favored Foe
Fighting style: Archery
Favorite terrain: Forrest

Proficiences
4 lvl 1 spells:
Hail of thorns | lvl 1
Hunters mark | lvl 1
Ensnaring strike | lvl 1
Detect magic | lvl 1

2 lvl 2 spells:
Summon beast | lvl 2
Pass without trace | lvl 2
Spellcasting
5 GP

  • Leather armor
  • Two short swords (1xD6 piercing), 2lbs finesse/light
  • Longbow
  • 25 arrows

  • Herbalism kit
  • Scroll case
  • nightcap which gives pleasant dreams. (65)
  • Equipment
    I am working on a grand philosophical theory and love sharing my ideas.
    Personality Traits
    Free thinking. Inquiry and curiosity are the pillars of progress.
    Ideals
    I'm still seeking the enlightment i persued in my seclusion and still eludes me.
    Bonds
    I harbor dark, bloodthirsty thoughts that my isolution and meditation failed to quell.
    Flaws
    Beastmaster
    Can't be put to sleep
    Trance (4hr) - no sleep needed. Meditation - resting 8hr sleep
    Fey Ancestry
    Darkvision
    Features & Traits

    Heroes Enabled

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

    Dnd 5e SRD SRD

    Leather Armor

    Light Armor Common

    The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

    Type AC STR Req. Stealth Dis. Properties
    Light 11 + Dex Modifier

    Cost: 10 gp Weight: 10 lb


     

    DnD 5e SRD SRD

    Shortsword

    Melee Weapon Finesse, Light Common

    Type Damage Damage Range Properties
    Martial 1d6 Piercing Finesse, Light

    Cost: 10 gp Weight: 2 lb


     

    DnD 5e SRD SRD

    Shortsword

    Melee Weapon Finesse, Light Common

    Type Damage Damage Range Properties
    Martial 1d6 Piercing Finesse, Light

    Cost: 10 gp Weight: 2 lb


     

    DnD 5e SRD SRD

    Longbow

    Ranged Weapon Ammunition, Heavy, Two-Handed Common

    Type Damage Damage Range Properties
    Martial 1d8 Piercing 150/600 ft Ammunition, Heavy, Two-Handed

    Cost: 50 gp Weight: 2 lb


     

    Player's Handbook, Wizards of the Coast, p. 150

    Arrows (20)

    Ammunition Common

    Cost: 1 GP (5 CP per arrow) Weight: 1 lb. / 0.5 kg (0.05 lb. / 0.025 kg per arrow)


     

    Dnd 5e SRD

    Herbalist Kit

    Tool Common

    This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and any potion of healing.

    Cost: 5 GP Weight: 3 lb.


     

    Dungeoneer's Pack

    Adventuring Gear Common

    Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

    Cost: 12 GP Weight: 61 1/2 lbs


     

    D&D 5e PHB Equipment

    Case, Map or Scroll {Enchanted}

    Adventuring Gear This Particular case is enchanted with anti-magic Uncommon

    This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.

    Cost: 1gp Weight: alb


     

    The statblocks of your class features

    Favoured Enemy - Ranger

    Ranger Class Level 1

    Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type o f enemy. Choose a type o f favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races o f humanoid (such as gnolls and orc s) as favored enemies. You have advantage on W isdom (Survival) checks to track your favored enemies, as w ell as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language o f your choice that is spoken by your favored enemies, if they speak one at all.

    Natural Explorer - Ranger

    Ranger Class Level 1

    You are particularly familiar with one type o f natural environment and are adept at traveling and surviving in such regions.
    Choose one type o f favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
    While traveling for an hour or m ore in your favored terrain, you gain the following benefits:
    • Difficult terrain doesn’t slow your group’s travel.
    • Your group can’t become lost except by magical means.
    • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
    • If you are traveling alone, you can move stealthily at a normal pace.
    • When you forage, you find twice as much food as you normally would.
    • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

    Statblocks for your familiars, mounts etc.

    SRD

    Wolf

    Medium beast, unaligned
    Armor Class 13 (natural armor)
    Hit Points 11 2d8+2
    Speed 40ft

    STR
    12 +1
    DEX
    15 +2
    CON
    12 +1
    INT
    3 -4
    WIS
    12 +1
    CHA
    6 -2

    Skills Perception +3 , Stealth +4
    Senses passive Perception 13
    Languages -
    Challenge 1/4 (50 XP)


    Keen Hearing and Smell: The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
    Pack Tactics: The wolf has advantage on an Attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't Incapacitated.


    Actions

    Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 2d4+2 piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.


     

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 1 Spells

    Conjuration Magic

    Ensnaring Strike

    1-level Conjuration

    Casting Time: 1 Bonus Action
    Range/Area: Self
    Components: V
    Duration: Concentration, up to 1 minute
    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, Ancients Paladin

    Conjuration Magic

    Hail of Thorns

    1-level Conjuration

    Casting Time: 1 Bonus Action
    Range/Area: Self
    Components: V
    Duration: Concentration, up to 1 minute
    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

    Divination Magic

    Hunters Mark

    1-level Divination

    Casting Time: 1 Bonus Action
    Range/Area: 90 feet
    Components: V
    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

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    Deathfella.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed