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Ryan Smith

Ranger 3 Class & Level
Spy - Trade secrets Background
Triton Race
LN Alignment

Strength 16
+3
Dexterity 20
+5
constitution 19
+4
intelligence 14
+2
wisdom 13
+1
charisma 12
+1
Total Hit Dice
Hit Die
1d10+4
+2 proficiency bonus
+5 Strength
+7 Dexterity
+4 Constitution
+2 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+5 Acrobatics
+1 Animal Handling
+2 Arcana
+3 Athletics
+1 Deception
+2 History
+1 Insight
+1 Intimidation
+4 Investigation
+1 Medicine
+2 Nature
+3 Perception
+1 Performance
+3 Persuasion
+2 Religion
+5 Sleight of Hands
+7 Stealth
+3 Survival
skills

 
16
Armor Class
25
Hit Points
+0
Initiative
30/30
Speed
Longbow 1d20+5 1d8+5+2+1
Shortswords 2d20+5 1d8+5+2per
Attacks
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Proficiences
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting
Leather armor, two shortswords, a bag of holding, a longbow
Equipment
I prefer not to talk unless it's necessary
Personality Traits
Contract: The information is bound to the person who hires me, no one else may see it. (Lawful)
Ideals
A good person was ruined with information I gathered on him. I am trying to atone.
Bonds
I never share secrets with anyone.
Flaws
- Favored Enemy - pick one and you get +2 dmg, tracking or checks
  • Natural Explorer - ADV on initiative, on your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
  • Fighting Style - Close Range Archery

  • Features & Traits

    Heroes Enabled

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

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    [block: Triton Ability Score Increase +1 Strength Constitution Charisma Size Medium Speed 30 ft Triton Traits Ability Score Increase: Your Strength]
    [block: and Charisma scores each increase by 1. Age: Tritons reach maturity around age 15 and can live up to 200 years. Alignment: Tritons tend toward lawful good. As guardians of the darkest reaches of the sea]
    [block: their culture pushes them toward order and benevolence. Size: Tritons are slightly shorter than humans]
    [block: averaging about 5 feet tall. Your size is Medium. Speed: Your base walking speed is 30 feet]
    [block: and you have a swimming speed of 30 feet. Amphibious: You can breathe air and water. Control Air and Water: A child of the sea]
    [block: you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells. Emissary of the Sea: Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words]
    [block: though you have no special ability to understand them in return. Guardians of the Depths: Adapted to even the most extreme ocean depths]
    [block: underwater environment. Languages: You can speak]
    [block: and write Common and Primordial. Languages: Common and Primordial.]

    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

    Hunter's Mark

    1-level Divination

    Casting Time 1 Bonus Action
    Range 90ft
    Duration Concentration, up to 1 Hour
    Components V

    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.

    Class(es): Ranger, Paladin (Oath of the Vengeance)

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


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    Statblock Type

    Character Sheet (Legacy)

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