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Angus "Gus" Redbeard

Ranger (Gloomstalker [Class Feature Variant]) 4 Class & Level
Acolyte Background
Hill Dwarf Race
Neutral Good Alignment

Strength 13
+1
Dexterity 18
+4
constitution 14
+2
intelligence 8
-1
wisdom 15
+2
charisma 9
-1
Total Hit Dice 4
Hit Die
1d10+2
+2 proficiency bonus
+3 Strength
+6 Dexterity
+2 Constitution
-1 Intelligence
+2 Wisdom
-1 Charisma
saving throws
+4 Acrobatics
+2 Animal Handling
-1 Arcana
+3 Athletics
-1 Deception
-1 History
+4 Insight
-1 Intimidation
-1 Investigation
+2 Medicine
+1 Nature
+4 Perception
-1 Performance
-1 Persuasion
+1 Religion
+4 Sleight of Hands
+4 Stealth
+6 Survival
skills SKILL PROFICIENCIES   Athletics   Insight   Nature   Perception   Religion   Survival (Deft Explorer bonus) proficiencies

 
16
Armor Class
39
Hit Points
+6
Initiative
25
Speed
WeaponAttackDamageNotes
Battleaxe 1d20+3 1d10+1 main hand
Battleaxe 1d20+3 1d10+1 off-hand
Longbow 1d20+3 1d8+3
Mithril Gladius +1 1d20+7 1d6+5 main hand (Cal's school project)
Gladius +1 1d20+7 1d6+5 off-hand
Attacks
Martial weapons, simple weapons
Light armour, medium armour, shields
Smith's tools
Languages: Dwarvish, Sylvan, Druidic, Common, Halfling, Gnomish, Primordial
Dark vision 90ft
Proficiences
RANGER SPELLS
2nd-level ranger feature (enhances Spellcasting)

The following spells expand the ranger spell list.
Spell Level Spells
1st Aid, Entangle, Searing Smite
2nd Gust of wind, Magic Weapon, Enhance Ability, Warding Bond
3rd Blinding Smite, Meld into Stone, Revivify, Tongues
4th Death Ward, Dominate Beast
5th Awaken, Greater Restoration


SPELL VERSATILITY
2nd-level ranger feature (enhances Spellcasting)

Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace.

SPELLCASTING FOCUS
2nd-level ranger feature (enhances Spellcasting)

You can use a druidic focus as a spellcasting focus for your ranger spells. See chapter 5, “Equipment,” of the Player’s Handbook for a list of things that count as druidic focuses.

PRIMAL AWARENESS SPELLS

Ranger Level | Spells
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.


GLOOMSTALKER MAGIC

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level Spells
3rd Disguise self
5th Rope Trick
9th Fear
13th Greater Invisibility
17th Seeming

Spellcasting
Scale mail
5x arrowroot
4x wyrmtongue petals
Explorer's kit
- backpack
- bedroll
- mess kit
- tinderbox
- 10 torches
- 10 days of rations
- waterskin
- 50 feet of hempen rope
2x battle axes
1x longbow
2x short swords
Equipment
I see omens in every event and action. The gods try to speak to us, we just need to listen.
Nothing can shake my optimistic attitude.
Personality Traits
Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)
Ideals
I will do anything to protect the temple where I served.
Bonds
Once I pick a goal, I become obsessed with it to the detriment of everything else in my life
Flaws
DEFT EXPLORER
1-st level ranger feature (replaces Natural Explorer)
You are an unsurpassed explorer and survivor. Choose one of the following benefits, and then choose another one at 6th and 10th level.

Canny
Choose one skill: Animal Handling, Athletics, History, Insight, 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.

FAVORED FOE
1st-level ranger feature (replaces Favored Enemy)

You can call on your bond with nature to mark a creature as your favored enemy for a time: you know the hunter’s mark spell, and Wisdom is your spellcasting ability for it. You can use it a certain number of times without expending a spell slot and without requiring concentration—a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

When you gain the Spellcasting feature at 2nd level, hunter’s mark doesn’t count against the number of ranger spells you know.


TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.


PRIMAL AWARENESS
3rd-level ranger feature (replaces Primeval Awareness)

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.


DREAD AMBUSHER
At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.


UMBRAL SIGHT
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Scale Mail Armor

Medium Armor Common

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Type AC STR Req. Stealth Dis. Properties
Medium 14 + Dex Modifier (max 2) YES

Cost: 50 gp Weight: 45 lb


 

DnD 5e SRD SRD

Greataxe

Melee Weapon Heavy, Two-Handed Common

Type Damage Damage Range Properties
Martial 1d12 Slashing Heavy, Two-Handed

Cost: 30 gp Weight: 7 lb


 

DnD 5e SRD SRD

Greataxe

Melee Weapon Heavy, Two-Handed Common

Type Damage Damage Range Properties
Martial 1d12 Slashing Heavy, Two-Handed

Cost: 30 gp Weight: 7 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


 

The statblocks of your class features

Ranger


Hit Points

Hit Dice: d10 per Ranger level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Overview & Creation

Ranger

Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.   After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon's thick scales.   Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he's been tracking and sends the hawk to distract the creature while he readies his bow.   Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.  

Deadly Hunters

Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization-humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.   Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature's power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt.   A ranger's talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.    

Independent Adventurers

Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger's true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of ores attacks, a ranger might be the first-and possibly the last-line of defense.   This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion.   But they quickly learn that other adventurers who can carry their own weight in a fight against civilization's foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.  
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Favoured Foe, Deft Explorer - - - - - -
2nd +2 Fighting Style, Spellcasting, Spell Versatility, Spellcasting Focus 2 2 - - - -
3rd +2 Primal Awareness, Ranger Conclave 3 3 - - - -
4th +2 Ability Score Improvement 3 3 - - - -
5th +3 Extra Attack 4 4 2 - - -
6th +3 4 4 2 - - -
7th +3 Ranger Conclave Feature 5 4 3 - - -
8th +3 Ability Score Improvement, Fleet of Foot 5 4 3 - - -
9th +4 6 4 3 2 - -
10th +4 Fade Away 6 4 3 2 - -
11th +4 Ranger Conclave Feature 7 4 3 3 - -
12th +4 Ability Score Improvement 7 4 3 3 - -
13th +5 8 4 3 3 1 -
14th +5 Vanish 8 4 3 3 1 -
15th +5 Ranger Conclave Feature 9 4 3 3 2 -
16th +5 Ability Score Improvement 9 4 3 3 2 -
17th +6 10 4 3 3 3 1
18th +6 Feral Senses 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Foe Slayer 11 4 3 3 3 2

 


Class Features

Ranger

A ranger has access to the following features.  
Deft Explorer
1-st level ranger feature (replaces Natural Explorer)   You are an unsurpassed explorer and survivor. Choose one of the following benefits, and then choose another one at 6th and 10th level.  
Canny
Choose one skill: Animal Handling, Athletics, History, Insight, 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.  
Roving [ ]
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.  
Tireless [ ]
As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.    
Favored Foe
1st-level ranger feature (replaces Favored Enemy)   You can call on your bond with nature to mark a creature as your favored enemy for a time: you know the hunter’s mark spell, and Wisdom is your spellcasting ability for it. You can use it a certain number of times without expending a spell slot and without requiring concentration—a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.   When you gain the Spellcasting feature at 2nd level, hunter’s mark doesn’t count against the number of ranger spells you know.    
Fighting Style Options
2nd-level ranger feature (enhances Fighting Style)   At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.   TWO-WEAPON FIGHTING When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.    
Ranger Spells
2nd-level ranger feature (enhances Spellcasting)   The following spells expand the ranger spell list.
Spell Level Spells
1st Aid, Entangle, Searing Smite
2nd Gust of wind, Magic Weapon, Enhance Ability, Warding Bond
3rd Blinding Smite, Meld into Stone, Revivify, Tongues
4th Death Ward, Dominate Beast
5th Awaken, Greater Restoration
Spell Versatility
2nd-level ranger feature (enhances Spellcasting)   Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace.    
Spellcasting Focus
2nd-level ranger feature (enhances Spellcasting)   You can use a druidic focus as a spellcasting focus for your ranger spells. See chapter 5, “Equipment,” of the Player’s Handbook for a list of things that count as druidic focuses.    
Primal Awareness
3rd-level ranger feature (replaces Primeval Awareness)   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 Spells
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.  
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn  
Fleet of Foot
(Replaces Land's Stride) Beginning at 8th level, you can use the Dash action as a bonus action on your turn.  
Fade Away
10th-level ranger feature (replaces Hide in Plain Sight)   You can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.    
Vanish
Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.    
Feral Senses
At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.    
Foe Slayer
At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee
  • weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • A longbow and a quiver of 20 arrow

 


Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.  

SPELL SLOTS

  The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.  

SPELLS KNOWN OF 1ST LEVEL AND HIGHER

  You know two 1st-level spells of your choice from the ranger spell list.   The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.   SPELLCASTING ABILITY   Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.  
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier


Subclass Options

Gloom Stalker Conclave  

Gloom Stalker Magic
  Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.  
Ranger Level Spells
3rd Disguise self
5th Rope Trick
9th Fear
13th Greater Invisibility
17th Seeming
Dread Ambusher
At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.  
Umbral Sight
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.  
Iron Mind
By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).  
Stalker's Flurry
At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.  
Shadowy Dodge
Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Hill Dwarf

Ability Score Increase +2 Con +1 Wis
Size Medium
Speed 25 ft

As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. The gold dwarves of Faerûn in their mighty southern kingdom are hill dwarves, as are the exiled Neidar and the debased Klar of Krynn in the Dragonlance setting.   Age Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.   Alignment Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.   Size Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.   Speed Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.   Darkvision Accustomed to life underground, 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.   Dwarven Resilience You have advantage on saving throws against poison, and you have resistance against poison damage (explained in the “Combat” section).   Dwarven Combat Training You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.   Tool Proficiency You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.   Stonecunning Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.   Dwarven Toughness Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 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

Level 1 Spells

Aid

2-level Abjuration

Casting Time 1 action
Range 30ft
Duration 8 hours
Components V, S, M
Materials A tiny strip of white cloth

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the Duration.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

Class(es): Cleric, Paladin

Searing Smite

1-level Evocation

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

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.

Class(es): Paladin

PHB, page 238

Entangle

1-level Conjuration

Casting Time 1 action
Range 90 feet
Duration Concentration, 1 minute
Components V, S

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

  A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

  When the spell ends, the conjured plants wilt away.

Class(es): Druid

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

Alarm

1-level Abjuration (ritual)

Casting Time 1 minute
Range 30ft
Duration 8 hours
Components V, S, M
Materials A tiny bell and a piece of fine silver wire

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.   A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.   An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Class(es): Ranger, Wizard

Animal Friendship

1-level Enchantment

Casting Time 1 action
Range 30ft
Duration 24 hours
Components V, S, M
Materials A morsel of food

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be Charmed by you for the spell's Duration. If you or one of your companions harms the target, the Spells ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast level above 1st.

Class(es): Bard, Druid, Ranger

PHB, page 231

Detect Magic

1-level Divination (ritual)

Casting Time 1 action
Range Self
Duration Concentration, 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

PHB, page 231

Detect Poison and Disease

1-level Divination (ritual)

Casting Time 1 action
Range Self
Duration Concentration, 10 minutes
Components V, S, M
Materials A yew leaf

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

  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): Cleric, Druid, Paladin, 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 1d8 + 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 1d8 for each slot level above 1st. 2nd level 2d8 , 3rd level 3d8 , 4th level 4d8 , 5th level 5d8 , 6th level 6d8 , 7th level 7d8 , 8th level 8d8 , 9th level 9d8 .

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

Ensnaring Strike

1-level Conjuration

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

he 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.

Class(es): Ranger

PHB, page 243

Fog Cloud

1-level Conjuration

Casting Time 1 action
Range 120ft
Duration Concentration, 1 hour
Components V, S

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) disperse 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.

Class(es): Druid, Ranger, Sorcerer, Wizard

PHB, page 246

Goodberry

1-level Transmutation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S, M
Materials a sprig of mistletoe

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Class(es): Druid, Ranger

PHB

Hail of Thorns

1-level Conjuration

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

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)

Class(es): Ranger

Saving ThrowDexterity 1d10 Piercing Damage

Longstrider

1-level Transmutation

Casting Time 1 action
Range Touch
Duration 1 hour
Components V, S, M
Materials A pinch of dirt

You touch a creature. The target's speed increases by 10 feet until the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Class(es): Bard, Druid, Ranger, 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

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