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Virven Naílo

Ranger 3 Class & Level
Forest Archer Background
Wood Elf (Horizon Walker) Race
Chaotic Good Alignment

Strength 9
-1
Dexterity 20
+5
constitution 18
+4
intelligence 18
+4
wisdom 21
+5
charisma 16
+3
Total Hit Dice 3
Hit Die
1d10+4
+2 proficiency bonus
-1 Strength
+5 Dexterity
+4 Constitution
+4 Intelligence
+5 Wisdom
+3 Charisma
saving throws
+7 Acrobatics
+5 Animal Handling
+4 Arcana
-1 Athletics
+3 Deception
+4 History
+5 Insight
+4 Intimidation
+4 Investigation
+5 Medicine
+4 Nature
+7 Perception
+3 Performance
+3 Persuasion
+4 Religion
+5 Sleight of Hands
+7 Stealth
+5 Survival
skills

 
16
Armor Class
28
Hit Points
+0
Initiative
35
Speed
WeaponAttackDamage
Longbow 1d20+2 1d8
Shortsword 1d20 1d8
Attacks
Light Armor
Medium Armor
Simple Weapons
Martial Weapons
Proficiences
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 Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

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
Spellcasting
Longbow + Quiver (20)
Leather Armor
Shortsword x2
Explorer's Pack

Equipment
Favored Enemy
All Slayers will have the following feature
You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestiais, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select; celestials and fiends, or oozes and plants, or two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Wisdom(Perception,Insight) involving your favored enemies and on Intelligence checks to recall information about them. You also have gain a +2 bonus to damage with weapon attacks, which increases to +3 at 6th level, and +4 at 14th level
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. At 10th level you may select to replace the favored enemy you selected at 1st level, though you do not gain a language for this shift. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Natural Explorer
At 1st level, you are adept at traveling and surviving in the wilderness and particularly familiar with one type of natural environment. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence (Investigation, Nature) or Wisdom (Animal Handling, Perception, Survival) check while in your related to your favored terrain, your proficiency bonus is doubled if you are using one of those skill that you're proficient in, or you add half your proficiency bonus (rounded down) if you are not proficient. While traveling for an hour or more 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.
You may choose an additional favoured terrain At 5th, 10th & 15th level.

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

Primeval Awareness
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.




Features & Traits

Heroes Enabled

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

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


 

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


 
  ]

The statblocks of your class features

The Horizon Walker Conclave


Hit Points

Hit Dice: d10 per The Horizon Walker Conclave level
Hit Points at first Level: See Ranger
Hit Points at Higher Levels: See Ranger

Proficiences

Armor: See Ranger
Weapons: See Ranger
Tools: See Ranger
Saving Throws: See Ranger
Skills: See Ranger

Subclass Options

Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes.  

Detect Portal

At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can’t use it again until you finish a short or long rest. See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals.  

Planar Warrior

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.  

Horizon Walker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker 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 LevelSpells
3rdProtection from evil and good
5thMisty Step
9thHaste
13thBanishment
17thTeleportation Circle
 

Ethereal Step

At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot,but the spell ends at the end of the current turn.Once you use this feature, you can’t use it again until you finish a short or long rest.  

Distant Strike

At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.  

Spectral Defense

At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.
 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

Protection From Evil and Good

1-level Abjuration

Casting Time 1 Action
Range Touch
Duration Up to Ten Minutes
Components 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, Fighter (Eldritch Knight), Fighter (Monster Hunter), Ranger (Horizon Walker), Ranger (Monster Slayer), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

Level 2 Spells

PHB, Page 260

Misty Step

2-level Conjuration

Casting Time: 1 Bonus Action
Range/Area: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Available for: Sorcerer, Warlock, Wizard

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


Created by

ealka.

Statblock Type

Character Sheet (Legacy)

Link/Embed