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Ugoroth Greenbag

Ranger 5 Class & Level
Background
Goblin Race
chaotic Alignment

Strength 11
+0
Dexterity 16
+3
constitution 12
+1
intelligence 10
+0
wisdom 14
+2
charisma 6
-2
Total Hit Dice
Hit Die
1d+1
+2 proficiency bonus
+2 Strength
+5 Dexterity
+1 Constitution
+0 Intelligence
+2 Wisdom
-2 Charisma
saving throws
+3 Acrobatics
+2 Animal Handling
+0 Arcana
+0 Athletics
-2 Deception
+0 History
+2 Insight
-2 Intimidation
+0 Investigation
+2 Medicine
+0 Nature
+2 Perception
-2 Performance
-2 Persuasion
+0 Religion
+3 Sleight of Hands
+5 Stealth
+4 Survival
skills survival stealth
  proficiencies

 
15
Armor Class
42
Hit Points
+3
Initiative
30ft
Speed
weaponAttackDamage
Sky sentinel Longbow 1d20+6 1d8+3 Piercing
(1per Rest can fire a storm arrow that splits into 3 arrows, 1D6 per arrow)
Dragon edge Sickle 1d20+3 1d4+4 Slashing
(Burning hands save DC15) 3d6 Fire damage 15ft Cone
Multi Attack
Attacks
Proficiencies
Goblin, common, Dragonic, Orcish
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Proficiences
Ability: Wisdom
spell save DC: 12
Spell attack modifier: 4
Elvenkind boots (adv on moving stealth)
Spellcasting
Leather armor
Dungeneers backpack
Burning Hands on a stick

Phasing Bow: The bow has 5 charges and regains all expended charges daily at dawn. When you make a ranged attack roll with this magic bow, you can expend 1 of its charges to cause the arrow to slip partially into the Ethereal Plane. When you do, the target of the attack gains no benefit from cover, including total cover, as long as the cover isn’t made of lead or more than 1 foot thick. If you hit, the target takes an extra 2d6 force damage. Any effect that blocks travel through the Ethereal Plane also blocks the arrow.

Alternatively, you can speak the bow’s command word as a bonus action to expend 3 of its charges and fire an arrow at a point you can see within the weapon’s normal range. When the arrow hits a solid surface, you vanish from your location and reappear in an unoccupied space nearest to that point

Equipment
Ranger
Monster slayer (Orcs and humans)
Goblin Traits (Dark vision
fury of the small
1 per rest can do your levels DMG if its against large/medium creature
Size Small
Nimble escape (disengage or hide as bonus action each turn)
Feat magic initiate

Features & Traits

Heroes Enabled

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

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


 

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Goblin

Ability Score Increase Dex +2; Con +1
Size Small
Speed 30 ft.

Age. Goblins reach adulthood at age 8 and live up to 60 years.

Alignment. Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.

Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

Darkvision. 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.

Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

 

Languages. You can speak, read, and write Common and Goblin

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 Action
Range 30ft
Duration 1 Minute
Components V, S

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.   You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.   The hand can't attack, activate magic items, or carry more than 10 pounds.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Minor Illusion

0-level (Cantrip) Illusion

Casting Time 1 Action
Range 30ft
Duration 1 Minute
Components S, M
Materials A bit of Fleece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.   If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.   If you create an image of an object — such as a chair, muddy footprints, or a small chest — it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Class(es): Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Monk (Way of Shadow), Rogue (Arcane Trickster)

Level 1 Spells

PHB: P. 251

Hunters Mark

1-level Divination

Casting Time: 1 bonus action
Range/Area: 90 feet
Components: V
Duration: Concentration, 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

XGtE pg. 150

Absorb Elements

1-level Abjuration

Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range/Area: Self
Components: S
Duration: 1 Round
This spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Available for: Druid, Ranger, Sorcerer, Wizard

PHB: P. 249

Hail of Thorns

1-level Conjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: V
Duration: Concentration, 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

Disguise Self

1-level Illusion

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S

You make yourself — including your clothing, armor, weapons, and other belongings on your person — look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.   To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Class(es): Artificer, Bard, Sorcerer, Wizard, Cleric (AmbCleric (Trickery Domain), Fighter (Eldritch Knight), Ranger (Gloom Stalker), Rogue (Arcane Trickster)

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


Created by

Kabbagekop.

Statblock Type

Character Sheet (Legacy)

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