+4 | Strength |
+10 | Dexterity |
+0 | Constitution |
+0 | Intelligence |
+3 | Wisdom |
+2 | Charisma |
+5 | Acrobatics |
+3 | Animal Handling |
+4 | Arcana |
+0 | Athletics |
+2 | Deception |
+0 | History |
+3 | Insight |
+6 | Intimidation |
+4 | Investigation |
+4 | Medicine |
+0 | Nature |
+7 | Perception |
+3 | Performance |
+2 | Persuasion |
+0 | Religion |
+10 | Sleight of Hands |
+10 | Stealth |
+3 | Survival |
Iron Shortsword | 1d20+6+4 | 1d6+6 |
---|---|---|
Silver Shortsword | 1d20+6+4 | 1d6+6 |
Iron Dagger | 1d20+6+4 | 1d6+6 |
Iron Dagger | 1d20+6+4 | 1d6+6 |
Manticore Spike Dagger | 1d20+6+4 | 1d8+2+6 |
Manticore Spike Dagger | 1d20+6+4 | 1d8+2+6 |
Longbow | 1d20+6+4 | 1d8+6 |
Hand Crossbow | 1d20+6+4 | 1d6+6 |
Magic Crossbow | 1d20+6+4 | 1d6+6+1 |
Heavy Crossbow | 1d20+6+4 | 1d10+6 |
Small Spider Poison | [ ] | 1d4 |
Super Concentrated Scorpion Acid | [ ] | 2d8 |
Flame Arrow | [ ] | 1d6 |
Blowgun | 1d20+6 | [1Piercing] |
Tranquilizer | [DC14 CON] | [0] |
Caltrops | [DC12] | 1d6 |
Net | [DC10] | 1d20+6+4 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Adventuring Gear
Uncommon Requires Attunement
These Crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In Conditions of clear visibility, you can make out details of even extremely distant creatures and Objects as small as 2 feet across.
The statblocks of your class features
Warriors of the wilderness, rangers specialize in hunting the m onsters 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.
Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|
1st | +2 | Favored Enemy, Natural Explorer | - | - | - | - | - | - |
2nd | +2 | Fighting Style, Spellcasting | 2 | 2 | - | - | - | - |
3rd | +2 | Primeval Awareness, Ranger Conclave | 3 | 3 | - | - | - | - |
4th | +2 | Ability Score Improvement | 3 | 3 | - | - | - | - |
5th | +3 | Extra Attack | 4 | 4 | 2 | - | - | - |
6th | +3 | Favored Enemy & Natural Explorer Improvements | 4 | 4 | 2 | - | - | - |
7th | +3 | Ranger Conclave Feature | 5 | 4 | 3 | - | - | - |
8th | +3 | Ability Score Improvement, Fleet of Foot | 5 | 4 | 3 | - | - | - |
9th | +4 | - | 6 | 4 | 3 | 2 | - | - |
10th | +4 | Natural Explorer Improvement, Hide in Plain Sight | 6 | 4 | 3 | 2 | - | - |
11th | +4 | Ranger Conclave Feature | 7 | 4 | 3 | 3 | - | - |
12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | - | - |
13th | +5 | - | 8 | 4 | 3 | 3 | 1 | - |
14th | +5 | Favoured Enemy Improvement, Vanish | 8 | 4 | 3 | 3 | 1 | - |
15th | +5 | Ranger Conclave Feature | 9 | 4 | 3 | 3 | 2 | - |
16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | - |
17th | +6 | - | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 |
You start with the following equipment, in addition to the equipment granted by your background:
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.
Ranger Level | Spells |
---|---|
3rd | protection from evil and good |
5th | zone of truth |
9th | magic circle |
13th | banishment |
17th | hold monster |
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard.
Statblocks for your familiars, mounts etc.
Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carry capacity.
Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Keen Sense. Within quarter of a mile Neit can Sense Spider's state of mind.
Barding. Armor designed to protect an animal’s head, neck, chest, and body. Any type of armor can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. Breast Armor: 14 + Dex modifier (max 2)
Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 1d4+2 bludgeoning damage. Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 1d4+2 Piercing damage.
The donkey is considered a Large animal for the purpose of determining its carrying capacity (420lbs). • Registered work mule in The Silver Fang • Licensed & insured carriage • Owner: The Ghostface Killer
Keen Hearing and Smell: The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics: The wolf has advantage on an Attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't Incapacitated.
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 2d4+2 piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Keen Hearing and Smell: The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Dexterous: Squirrels have advantage on all dexterity saves.
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
You can see through your squirrel companion's eyes twice per short rest. Attributes: Tiny beast, unaligned Armor Class: 10 Equipped with barding +2 AC Hit Points 1 (1d4-1) Speed: 30 ft., climb 30 ft.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 2d4+3 piercing damage.
Statblocks for race/species of the character.
You gain proficiency in one skill of your choice and gain one feat of your choice. Common Man: Of all the Races of the world, humans have repopulated most easily of all. Humans have become the most common race next to the Ma-Sharli, and have been crucial in building cities with their industrious natures. They have also been instrumental in saving some of the harder hit races from complete extinction after the apocalypse. The Human, therefore, is quite well liked by most other races. Variety in All Things: Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. W hen they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics. A Broad Spectrum: With their penchant for migration and conquest, humans are more physically diverse than other com m on races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc , or other lineages. Humans reach adulthood in their late teens and rarely live even a single century. Age. Humans reach adulthood in their late teens and live less than a century Alignment. Humans tend toward no particular alignment. The best and the worst are found among them. Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Languages. Common
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 colour in darkness, only shades of grey. Hellish Resistance - You have resistance to fire damage. Dispater Legacy (Variant, PHB). You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the disguise self (replace with Hellish Rebuke when you receive Mask of Many Faces from Warlock multiclass) spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the invisibility spell once per day. Charisma is your spellcasting ability for these spells.
Languages. Common, Infernal
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB: P. 282
0-level (Cantrip) Transmutation
PHB
0-level (Cantrip) Transmutation
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
PHB: P. 259
0-level (Cantrip) Transmutation
PHB: P. 267
0-level (Cantrip) Transmutation
BOVD
0-level (Cantrip) Necromancy
Basic Rules, pg. 250
1-level Evocation
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
PHB: P. 270
1-level Abjuration
1-level Divination (ritual)
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. Can be cast as a ritual.
The Book of Vile Darkness
1-level Transmutation
PHB: P. 289
2-level Enchantment
PHB: P. 254
2-level Illusion
The Book of Vile Darkness
2-level Abjuration
2-level Enchantment
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target, the spell ends.
The Book of Vile Darkness
2-level Necromancy
BOVD
2-level Necromancy
BOVD
1-level Enchantment
2-level Illusion
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
BOVD
3-level Transmutation
BOVD
3-level Necromancy
Basic Rules , pg. 228
3-level Abjuration
Basic Rules, pg. 212
3-level Necromancy
PHB: P. 282
5-level Conjuration
PHB
8-level Enchantment
Statblocks for your Trinkets, businesses, building, castles, empires.
Adventuring Gear Uncommon
(sentimental value)
DnD 5e
Spellcasting Focus Common (this item requires attunement) [Necklace is attuned to Bell, Fine silver wire, & Holy Water]
An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item—designed to channel the power of arcane spells.
Cost: 10gp Weight: 1lb