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Herold

Ranger 3 Class & Level
Outlander Background
Dragonborn Race
Neutral Good Alignment

Strength 17
+3
Dexterity 16
+3
constitution 13
+1
intelligence 10
+0
wisdom 15
+2
charisma 12
+1
Total Hit Dice 3
Hit Die
1d10+1
+2 proficiency bonus
+5 Strength
+5 Dexterity
+1 Constitution
+0 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+5 Acrobatics
+2 Animal Handling
+0 Arcana
+5 Athletics
+1 Deception
+0 History
+2 Insight
+1 Intimidation
+2 Investigation
+2 Medicine
+0 Nature
+4 Perception
+1 Performance
+1 Persuasion
+0 Religion
+3 Sleight of Hands
+3 Stealth
+4 Survival
skills Acrobatics, Athletics, Investigation, Perception, Survival, STR Save, DEX Save proficiencies

 
14
Armor Class
23
Hit Points
+3
Initiative
6
Speed
Shortsword 1d20+5 1d6+3
Oathbow 1d20+5 1d8+8+2d6againstswornenemy
Rapier 1d20+5 1d8+3
Warhammer 1d20+5 1d8+3/1d10+3two-handed
Breath Weapon[DEX Save CON] 2d6/fail:half
Attacks
Light Armor, Medium Armor, Shields, Simple weapons, martial weapons, Saxophone
Proficiences
2xShortsword, Oathbow, Rapier, Warhammer, Leather Armor, Explorer's Pack, Hunting Trap, Mammoth's Horn

Equipment
Wanderer, Draconic Ancestry, Damage Resistance
Features & Traits

Heroes Enabled

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

https://www.dndbeyond.com/magic-items/oathbow

Oathbow

Weapon Ammunition, Heavy, Range, Two-Handed Very Rare (this item requires attunement)

When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.   When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.   While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.

Type Damage Damage Range Properties
Martial Ranged 1d8+5 / 3d6 Against Sworn Enemy Piercing 150ft./600ft. Ammunition, Heavy, Range, Two-Handed

Weight: 2lb


 

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


 

DnD 5e SRD SRD

Rapier

Melee Weapon Finesse Common

Type Damage Damage Range Properties
Martial 1d8 Piercing Finesse

Cost: 25 gp Weight: 2 lb


 

DnD 5e SRD SRD

Warhammer

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Martial 1d8 / 1d10 Bludgeoning Versatile

Cost: 15 gp Weight: 2 lb


 

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 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


 

DnD 5e SRD

Hunting Trap

Adventuring Gear Common

When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

Cost: 5gp Weight: 25lbs


 

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: 1d10 + 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

Class Features

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select 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 Intelligence checks to recall information about them.   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. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.  

Natural Explorer

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.   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 choose additional favored terrain types at 6th and 10th level.  

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: You gain a +2 bonus to attack rolls you make with ranged weapons.   Defense: While you are wearing armor, you gain a +1 bonus to AC.   Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.  

Ranger Archetype

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.  

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.  

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

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. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.  

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

Spell Slots

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.   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

Beast Master

Ranger's Companion

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a chaIlenge rating of 1/4 or lower (the hawk, mastiff, and panther as examples).   Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher.   The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you).   You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.   While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. lf the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.  

Exceptional Training

Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn.  

Bestial Fury

Starting at 11th level, your beast companion can make two attacks when you command it to use the Attack action.  

Share Spells

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of YOU.  

Hunter

Hunter's Prey

At 3rd level, you gain one of the following features of your choice.   Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.   Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.   Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.  

Defensive Tactics

At 7th level, you gain one of the following features of your choice.   Escape the Horde. Opportunity attacks against you are made with disadvantage.   Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.   Steel Will. You have advantage on saving throws against being frightened.  

Multiattack

At 11th level, you gain one of the following features of your choice.   Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.   Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.  

Superior Hunter's Defense

At 15th level, you gain one of the following features of your choice.   Evasion. When you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.   Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.   Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.  

Medjay

Desert Magic

Starting at 3rd level, the magic of the sands seeps into your bones. You learn an additional spell when you reach certain levels in this class, as shown in the table below. For you, these spells count as ranger spells, and do not count against your spells known.  
Ranger Level Spells
3rd create or destroy water
5th see invisibility
9th haste
13th giant insect
17th insect plague
 

Dust Devil

At 3rd level, you gain the ability to control sands around you. As a bonus action, you may cause sand, dust, small pebbles, or earth to swirl around you in a 10-foot diameter vortex. For one minute, you are lightly obscured and have half-cover, and ranged attacks made against you do so with disadvantage. Your own sight and ranged attacks are unaffected. After you have used this feature, you cannot do so again until you have completed a short or long rest.  

Eyes of the Desert

At 3rd level, the world around you communicates to you more effectively than your eyes can. Your vision is no longer hampered by swirling or blowing dust, sand, ash, snow, or similar obstructions, and you do not suffer disadvantage when attacking into, firing into, or operating in such environments.  

Desert Runner

At 7th level, you gain proficiency in Constitution saving throws. While traveling overland through an arid area, you may move at twice your standard overland speed without incurring penalties. Additionally, you have advantage on savings throws made due to dehydration or a lack of water, and you can only ever receive one level of exhaustion per day due to lack of water.  

Sandstorm

At 11th level, the sands and winds of the desert fight on your behalf. As an action, you may summon a vortex of sand and stones centered on yourself and extending five feet away from you in every direction. When you do so, you may also attack any number of creatures caught in the vortex. Each creature requires a separate attack roll; you may choose to attack them with your weapons, or with the sand and stones themselves. If you attack with the sand, it attacks with an attack bonus equal to your Wisdom modifier plus your proficiency bonus, and deals 1d12 bludgeoning damage plus your Wisdom modifier. The sandstorm dissipates at the end of your turn.  

Sirocco Winds

At 15th level, as a bonus action, you can cause your dust devil abilities to create sand vortices that make their areas heavily obscured for one round; your own sight and ranged attacks are unaffected. Additionally, when you use your action to create a dust devil or sandstorm, you may cause it to appear in any location you can see within 60 feet. When used at range in this way, the vortex created by your sandstorm ability has a diameter of 10 feet, and may be used to attack any creatures caught in its diameter.


LevelProficiency BonusSpells Known1st2nd3rd4th5thFeatures
1st+2------Favored Enemy, Natural Explorer
2nd+222----Fighting Style, Spellcasting
3rd+233----Ranger Archetype, Primeval Awareness
4th+233----Ability Score Improvement
5th+3442---Extra Attack
6th+3442---Favored Enemy and Natural Explorer improvements
7th+3543---Ranger Archetype feature
8th+3543---Ability Score Improvement, Land's Stride
9th+46432---
10th+46432--Natural Explorer Improvement, Hide in Plain Sight
11th+47433--Ranger Archetype feature
12th+47433--Ability Score Improvement
13th+584331--
14th+584331-Favored Enemy improvement, Vanish
15th+594332-Ranger Archetype feature
16th+594332-Ability Score Improvement
17th+61043331-
18th+61043331Feral Senses
19th+61143332Ability Score Improvement
20th+61143332Foe Slayer

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Dragonborn

Ability Score Increase Str +2; Cha +1
Size Medium
Speed 30 ft.

Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Alignment. Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains.

Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)

Breath Weapon. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can't use it again until you complete a short or long rest.

Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.

 

Languages. You can speak, read, and write Common and Draconic . Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Statblocks for companions, followers and other allies.

Squirrel Cat CR: 1/4

Small squirrel, cat, chaotic neutral
Armor Class: 14
Hit Points: 18hp (3d8+5) 3d8+5
Speed: 40 ft , climb: 30 ft , can hover

STR

11 +0

DEX

17 +3

CON

12 +1

INT

2 -4

WIS

16 +3

CHA

13 +1

Saving Throws: DEX +5, CON +3
Skills: Intimidation +5, Perception +5, Stealth +6
Damage Resistances: Poison
Condition Immunities: Frightened
Senses: Darkvision 60ft, Passive Perception 15
Languages: understands Common but can't speak
Challenge Rating: 1/4

Keen Smell. The squirrel cat has advantage on Wisdom (Perception) checks that rely on smell Colorchange. The squirrel cat can change its fur's color to anything it wants, allowing it to disguise itself better and giving his Dexterity (Stealth) checks advantage.

Actions

Multiattack. The squirrel cat makes two attacks: one with its bite and one with its claws.   Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.   Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.

Suggested Environments

Forest, Grassland

Statblocks for your spells.

Level 1 Spells

Fog Cloud

1-level Conjuration

Casting Time 1 Action
Range 120ft
Duration Concentration, up to 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) disperses 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, Cleric (Tempest Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

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)

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)

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


Created by

Yoav135.

Statblock Type

Character Sheet (Legacy)

Link/Embed