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Gheor Yanashka

Ranger 3 Class & Level
Outlander Background
Human Race
Lawful Neutral Alignment

Strength 16
+3
Dexterity 19
+4
constitution 15
+2
intelligence 8
-1
wisdom 15
+2
charisma 11
+0
Total Hit Dice 3
Hit Die
1d10+2
+0 proficiency bonus
+5 Strength
+6 Dexterity
+2 Constitution
-1 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+4 Acrobatics
+4 Animal Handling
-1 Arcana
+5 Athletics
+0 Deception
-1 History
+2 Insight
+0 Intimidation
-1 Investigation
+2 Medicine
-1 Nature
+4 Perception
+0 Performance
+0 Persuasion
-1 Religion
+4 Sleight of Hands
+6 Stealth
+4 Survival
skills Animal Handling Athletics Perception Stealth Survival proficiencies

 
15
Armor Class
28
Hit Points
+4
Initiative
30
Speed
Quarterstaff 1d20+5 1d8+3
Dagger 1d20+6 1d4+4
Handaxe 1d20+5 1d6+3
Longbow 1d20+8 1d8+4
Unarmed Strike 1d20+5 4
Attacks
=== ARMOR ===
Light Armor, Medium Armor, Shields
=== WEAPONS ===
Martial Weapons, Simple Weapons
=== TOOLS ===
Pan Flute
=== LANGUAGES ===
Common, Elvish, Orc, Sylvan
Proficiences
WIS (+2) | DC 12 | Spell ATT +4
=== SLOTS == Lv 1: OOO ===
O Hunter's Mark <C>
O Cure Wounds
O Zephyr Strike <C>
O Protection from Evil and Good <C>

Spellcasting
Leather Armor
Dagger
Quarterstaff
Handaxe
Longbow
Arrows (20)
Backpack
Bedroll
Clothes, Traveler's
Hunting Trap
Mess Kit
Rations (10 days)
Rope, Hempen (50 feet)
Tinderbox
Torches (10)
Waterskin

Equipment
- I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.
  • I feel far more comfortable around animals than people.
  • Personality Traits
    Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
    Ideals
    I will bring terrible wrath down on the evildoers who destroyed my homeland.
    Bonds
    Violence is my answer to almost any challenge.
    Flaws
    === RANGER FEATURES ===

    * Hit Points • PHB 90

    * Proficiencies • PHB 90

    * Favored Enemy • PHB 91
    You have advantage on Survival checks to track your favored enemies, as well as on INT checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
    | Humanoids • PHB
    Humanoids are the main peoples of the world, both civilized and savage, including humans and a tremendous variety of other species.

    * Natural Explorer • PHB 91
    You have a favored terrain type. Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it. While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel, your group can’t become lost except by magical means, you remain alert to danger even when you are engaged in another activity, you can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures, you learn the exact number, sizes, and how long ago they passed through the area.
    | Forest • PHB
    You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.

    * Fighting Style • PHB 91
    You adopt a particular style of fighting as your specialty.
    | Archery • PHB
    You gain a +2 bonus to attack rolls you make with ranged weapons.

    * Spellcasting • PHB 91
    You can cast known ranger spells using WIS as your spellcasting modifier (Spell DC 12, Spell Attack +4).

    * Ranger Archetype • PHB 92
    | Monster Slayer

    * Primeval Awareness • PHB 92
    As an action, you can expend one ranger spell slot (1 minute per level of spell slot) to sense whether any aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain). This feature doesn’t reveal the creatures’ location or number.
    | 1 Action

    * Monster Slayer Magic • XGtE 43
    You learn additional spells based on your level that count as ranger spells but don't count against the number of spells you know.

    * Hunter’s Sense • XGtE 43
    As an action, choose one creature you can see within 60 ft. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are if the creature is not hidden from divination magic. You can use this feature 2 times per long rest.
    | 2 / Long Rest • 1 Action

    * Slayer’s Prey • XGtE 43
    As a bonus action, you designate one creature you can see within 60 ft. and the first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage. This benefit lasts until you finish a short or long rest or if you designate a different creature.
    | 1 Bonus Action

    === HUMAN RACIAL TRAITS ===

    * Ability Score Increase • PHB 31

    * Languages • PHB 31
    You can speak, read, and write Common and one extra language (Orcish).
    Features & Traits

    Heroes Enabled

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    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

    Protection from Evil and Good

    1-level Abjuration

    Casting Time 1 action
    Range Touch
    Duration Concentration, Concentration, up to 10 minutes
    Components V, S, M
    Materials Holy water or powdered silver and iron, which the spell consumes

    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.

    Class(es): Cleric, Paladin, Warlock, Wizard

    Zephyr Strike

    1-level Transmutation

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

    You move like the wind. Until the spell ends, 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.

    Class(es): Ranger, Paladin (Oath of the Ancients)
    ]

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    Created by

    AshDrunbar.

    Statblock Type

    Character Sheet (Legacy)

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