+0 | Strength |
+5 | Dexterity |
+3 | Constitution |
+4 | Intelligence |
+3 | Wisdom |
+1 | Charisma |
+5 | Acrobatics |
+7 | Animal Handling |
+4 | Arcana |
+0 | Athletics |
+1 | Deception |
+4 | History |
+3 | Insight |
+1 | Intimidation |
+4 | Investigation |
+7 | Medicine |
+8 | Nature |
+3 | Perception |
+1 | Performance |
+1 | Persuasion |
+4 | Religion |
+5 | Sleight of Hands |
+9 | Stealth |
+3 | Survival |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Dnd 5e SRD SRD
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
DnD 5e SRD SRD
Melee Weapon Finesse Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 | Piercing | Finesse |
Cost: 25 gp Weight: 2 lb
DnD 5e SRD SRD
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
The statblocks of your class features
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.
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.
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.
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Darkvision
Hellish Resistance
Infernal Legacy
Languages. Common, Infernal
Tiefling
Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
2-level Transmutation
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Area of Effect | 20-foot Radius |
---|---|
2d4 | Piercing Damage |
Statblocks for your Trinkets, businesses, building, castles, empires.