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Welby Gutfass

Ranger 5 Class & Level
Folk Hero Background
Halfling Race
lawful good Alignment

Strength 9
-1
Dexterity 20
+5
constitution 8
-1
intelligence 11
+0
wisdom 16
+3
charisma 17
+3
Total Hit Dice 5
Hit Die
1d10-1
+3 proficiency bonus
+2 Strength
+8 Dexterity
-1 Constitution
+0 Intelligence
+3 Wisdom
+4 Charisma
saving throws
+5 Acrobatics
+6 Animal Handling
+0 Arcana
-1 Athletics
+3 Deception
+0 History
+6 Insight
+3 Intimidation
+0 Investigation
+3 Medicine
+3 Nature
+3 Perception
+3 Performance
+3 Persuasion
+0 Religion
+5 Sleight of Hands
+5 Stealth
+6 Survival
skills Animal Handling, Insight, Nature, Survival, Stealth
  proficiencies

 
17
Armor Class
55
Hit Points
+5
Initiative
25ft
Speed
Shortbow 1d20+10 1d6
Shortsword 1d20+5 1d6
Attacks
82, 226
Equipment
Favoured Enemies: Beasts & Plants
Natural Explorer: Grassland
Fighting Style: Archery
Primal Awareness
Extra Attack
Horde Breaker
Hospitality
Lucky
Brave
Halfling Nimbleness
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Studded Leather Armor

Light Armor Common

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Type AC STR Req. Stealth Dis. Properties
Light 12 + Dex Modifier

Cost: 45 gp Weight: 13 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


 

Explorer's Pack

Adventuring Gear Common

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

Cost: 10 gp Weight: 59 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 SRD

Shortbow

Ranged Weapon Ammunition, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d6 Piercing 80/320 ft Ammunition, Two-Handed

Cost: 25 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 + Con mod
Hit Points at Higher Levels: 6 + Con mod

Proficiences

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Str, Dex
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Overview & Creation

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.


Class Features

Favored Enemy

Natural Explorer

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.
  • Archery
  • Defense
  • Dueling
  • Two-Weapon Fighting

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Land's Stride

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Hide in Plain Sight

Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

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 of your enemies. 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 against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.


Starting Equipment

  • (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 arrows


Spellcasting

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
  Rangers can learn Druid cantrips. At first level they start with just one. Starting at second level, Rangers know as many Druid cantrips as their proficiency bonus.   The Ranger table shows how many spell slots you have to cast your 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.


Subclass Options

At 3rd level, you choose an archetype that you strive to emulate. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.  

Hunter

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.  

Beastmaster

The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.  

Gloom Stalker

[Xan]Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.  

Horizon Walker

[Xan]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.  

Monster Slayer

[Xan]You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.

Folk Hero

You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.

Skill Proficiencies Animal Handling, Survival
Tool Proficiencies One type of artisan’s tools, vehicles (land)
Equipment A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp

Features

Defining Event

You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people   Dice: 1d10
  1. I stood up to a tyrant’s agents.
  2. I saved people during a natural disaster.
  3. I stood alone against a terrible monster.
  4. I stole from a corrupt merchant to help the poor.
  5. I led a militia to fight off an invading army.
  6. I broke into a tyrant’s castle and stole weapons to arm the people.
  7. I trained the peasantry to use farm implements as weapons against a tyrant’s soldiers.
  8. A lord rescinded an unpopular decree after I led a symbolic act of protest against it.
  9. A celestial, fey, or similar creature gave me a blessing or revealed my secret origin.
  10. Recruited into a lord’s army, I rose to leadership and was commended for my heroism.
 

Rustic Hospitality

Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Suggested Characteristics

A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.

Traits

Dice: 1d8 Personality Trait
1I judge people by their actions, not their words.
2If someone is in trouble, I’m always ready to lend help.
3When I set my mind to something, I follow through no matter what gets in my way.
4I have a strong sense of fair play and always try to find the most equitable solution to arguments.
5I’m confident in my own abilities and do what I can to instill confidence in others.
6Thinking is for other people. I prefer action.
7I misuse long words in an attempt to sound smarter.
8I get bored easily. When am I going to get on with my destiny?

Ideal

Dice: 1d6 Ideal
1Respect. People deserve to be treated with dignity and respect. (Good)
2Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)
3Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
4Might. If I become strong, I can take what I want—what I deserve. (Evil)
5Sincerity. There’s no good in pretending to be something I’m not. (Neutral)
6Destiny. Nothing and no one can steer me away from my higher calling. (Any)

Bond

Dice: 1d6 Bond
1I have a family, but I have no idea where they are. One day, I hope to see them again.
2I worked the land, I love the land, and I will protect the land.
3A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4My tools are symbols of my past life, and I carry them so that I will never forget my roots.
5I protect those who cannot protect themselves.
6I wish my childhood sweetheart had come with me to pursue my destiny.

Flaw

Dice: 1d6 Flaw
1The tyrant who rules my land will stop at nothing to see me killed.
2I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3The people who knew me when I was young know my shameful secret, so I can never go home again.
4I have a weakness for the vices of the city, especially hard drink.
5Secretly, I believe that things would be better if I were a tyrant lording over the land.
6I have trouble trusting in my allies.

Statblocks for your familiars, mounts etc.

Donkey

Large beast, unaligned
Armor Class 13
Hit Points 11 2D8 + 2 [roll2d8+2]
Speed 30ft Swim: 10ft Climb: 10ft

STR
10 0
DEX
13 +1
CON
12 +1
INT
2 -4
WIS
11 0
CHA
4 -3

Languages None
Challenge 1/3



 

Statblocks for race/species of the character.

Lightfoot Halfling

Ability Score Increase Dex +2; Cha +1
Size Small
Speed 25 ft.

Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

Alignment. Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave. You have advantage on saving throws against being frightened.

Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
 

Languages. You can speak, read, and write Common and Halfling . The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

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.

Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

Hail of Thorns

1-level Conjuration

Casting Time 1 Bonus Action
Range Self
Duration 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

Speak with Animals

1-level Abjuration

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, Barbarian (Path of the Totem Warrior), Cleric (Nature Domain), Paladin (Oath of the Ancients)

Level 2 Spells

Player's Handbook

Darkvision

2-level Transmutation

Casting Time 1 action
Range Touch
Duration 8 hours
Components V,S,M (dried carrot/ agate)

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

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

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


Created by

Guntar Gorunn.

Statblock Type

Character Sheet (Legacy)

Link/Embed