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Fern Wood Scarlet

Ranger (Revised)/Barbarian 5/3 Class & Level
Background
Plant Folk Race
Neutral Good Alignment

Strength 19
+4
Dexterity 20
+5
constitution 13
+1
intelligence 7
-2
wisdom 18
+4
charisma 10
+0
Total Hit Dice
Hit Die
1d+1
+3 proficiency bonus
+7 Strength
+8 Dexterity
+1 Constitution
-2 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+8 Acrobatics
+7 Animal Handling
-2 Arcana
+4 Athletics
+0 Deception
+1 History
+4 Insight
+0 Intimidation
+1 Investigation
+4 Medicine
+1 Nature
+4 Perception
+0 Performance
+0 Persuasion
-2 Religion
+5 Sleight of Hands
+8 Stealth
+4 Survival
skills Acrobatics Animal Handling History Investigation Nature Stealth proficiencies

 
17
Armor Class
76
Hit Points
+5
Initiative
30
Speed
Longbow 1d20+8 1d8+5
Shortsword 1d20+9 1d8+8
Bite 1d20+7 1d8+4
Attacks
Light armor, medium armor, shields, martial weapons, simple weapons,
Thieves tools, weevers tools,
Common, Plant Folk, Goblin, Halfling, Sylvan, Undercommon
Proficiences
2 +2 shortswords, 20 arrows, backpack, bedroll, fine clothes, healer's kit, longbow, quiver, 4 days rations, 60ft of rope, 2 sets of studded leather armor, tinderbox, 5 torches, waterskin, weavers tools, drawing stick, Jackdaw's books, 1/4 of a bag full of dainty carvings, 2 diaries (Yuan-ti & young Half-Elven girl), boar's skull, lots of bandages, thieves tools, cultists robes (3), elf tears, antitoxin,
Pseudodragon necklace, iron ring, bloodstone earrings, Soskay's paintbrush, Cloak of Elven Kind, Gauntlets of Orge power, Swamp slippers (x2 speed on mashes/swamps and half speed on anything else), Ferb the fern,
Equipment
I know a story relevant to almost every situation.
Personality Traits
People deserve to be treated with dignity and respect.
Ideals
Raceme of the Running Pine.
Bonds
Violence is my answer to most problems.
Flaws

Heroes Enabled

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

DnD 5th Ed

Shortsword +2

Weapon Common

Finesse, Light

Type Damage Damage Range Properties
Martial Melee 1d6+2 Slashing


 

DnD 5th Ed

Shortsword +2

Weapon Common

Finesse, Light

Type Damage Damage Range Properties
Martial Melee 1d6+2 Slashing


 

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

Backpack

Adventuring Gear Common

A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear.   You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

Cost: 2gp Weight: 5lb


 

DnD 5e SRD

Bedroll

Adventuring Gear Common

You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.

Cost: 1gp Weight: 7lb


 

DnD 5e SRD

Clothes, Fine

Adventuring Gear Common

This set of clothes is designed specifically to be expensive and to show it, including fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Precious metals and gems could be worked into the clothing.

Cost: 15gp Weight: 6lb


 

dnd 5e

Healer’s kit

Generic Variant Common

10 use's automatic succes on Medicine only for stabilizing

Cost: 5gp Weight: 3lb


 

DnD 5e SRD SRD

Longbow

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


 

DnD 5e SRD

Rations (1 day)

Adventuring Gear Common

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Cost: 5sp Weight: 2lb


 

DnD 5e SRD

Rations (1 day)

Adventuring Gear Common

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Cost: 5sp Weight: 2lb


 

DnD 5e SRD

Rations (1 day)

Adventuring Gear Common

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Cost: 5sp Weight: 2lb


 

DnD 5e SRD

Rations (1 day)

Adventuring Gear Common

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Cost: 5sp Weight: 2lb


 

DnD 5e SRD

Rope, Hempen

Adventuring Gear Common

Rope, has 2 hit points and can be burst with a DC 17 Strength check.

Cost: 1gp Weight: 10lb


 

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

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

Tinderbox

Adventuring Gear Common

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.

Cost: 5sp Weight: 1lb


 

Torch

Adventuring Gear Common

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Cost: 1 cp Weight: 1 lb


 

Torch

Adventuring Gear Common

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Cost: 1 cp Weight: 1 lb


 

Torch

Adventuring Gear Common

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Cost: 1 cp Weight: 1 lb


 

Torch

Adventuring Gear Common

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Cost: 1 cp Weight: 1 lb


 

Torch

Adventuring Gear Common

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Cost: 1 cp Weight: 1 lb


 

DnD 5e SRD

Waterskin

Adventuring Gear Common

A waterskin can hold 4 pints of liquid.

Cost: 2sp Weight: 5lb


 

DnD 5e XAN

Weaver's Tools

Tool Weaver's tools allow you to create cloth and tailor it into articles of clothing.
Components. Weaver's tools include thread, needles, and scraps of cloth. You know how to work a loom, but such equipment is too large to transport.
Arcana, History. Your expertise lends you additional insight when examining cloth objects, including cloaks and robes.
Investigation. Using your knowledge of the process of creating cloth objects, you can spot clues and make deductions that other would overlook when you examine tapestries, upholstery, clothing, and other woven items.
Repair. As party of a short rest, you can repair a single damaged cloth object.
Craft Clothing. Assuming you have access to sufficient cloth and thread, you can create an outfit for a creature as part of a long rest.
WEAVER'S TOOLS

Activity DC
Repurpose cloth 10
Mend a hole in a piece of cloth 10
Tailor an outfit 15
Common

Cost: 1gp Weight: 5lb.


 

Thieves' Tools

Tool Common

Characters proficient with thieves' tools can use them to find and disarm traps and to open locks. Normally, these tasks are impossible without appropriate tools. A set of thieves' tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

Cost: 25 gp Weight: 1 lb


 

Antitoxin

Potion Common

A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.

Cost: 50 gp Weight: 0 lb


 

Dungeon Master's Guide 5th Edition

Cloak of Elvenkind

Wondrous Item

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.

Uncommon (this item requires attunement)


 

DMG, page 171

Gauntlets of Ogre Power

Wondrous Item Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them. Uncommon [Requires Attunement]


 

The statblocks of your class features

Statblocks for your familiars, mounts etc.

SRD

Pseudodragon

Tiny dragon, neutral good
Armor Class 13
Hit Points 7 ( 2d4+2 )
Speed 15ft Fly: 60ft

STR
6 -2
DEX
15 +2
CON
13 +1
INT
10 0
WIS
12 +1
CHA
10 0

Skills Perception +3 , Stealth +4
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
Languages understands Common and Draconic but can't speak
Challenge 1/4


Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.
Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 ( 1d4+2 ) piercing damage.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 ( 1d4+2 ) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.


 

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

PHB

Absorb Elements

1-level Abjuration

Casting Time 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range Self
Duration 1 Round
Components S

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Class(es): Artificer, Druid, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB pg 231

Detect Magic

1-level Divination (ritual)

Casting Time 1 Action
Range Self
Duration Concentration, Up to 10 minutes
Components VS

For the duration, you sense the presence of magic within 30 feet of you. If you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Class(es): Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

D&D 5e PHB Page 243

Fog Cloud

1-level Conjuration

Casting Time 1 action
Range 120 feet
Duration Concentration, 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

PHB

Hunter's Mark

1-level Divination

Casting Time 1 Bonus Action
Range 90 feet
Duration Concentration, 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): Paladin, Ranger

Weapon Attack Damage+ 1d6

D&D 5e PHB Page 230

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): Bard, Cleric, Druid, Paladin, Ranger

Misty Step

2-level Conjuration

Casting Time 1 Bonus Action
Range Self
Duration Instantaneous
Components V

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Class(es): Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Coast)), Fighter (Eldritch Knight), Ranger (Horizon Walker), Paladin (Oath of the Ancients), Paladin (Oath of Vengeance), Rogue (Arcane Trickster)

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

Beast Sense

2-level Divination

Casting Time 1 Action
Range Touch
Duration Concentration, up to 1 Hour
Components S

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.

Class(es): Druid, Ranger, Barbarian (Path of the Totem Warrior)

Darkvision

2-level Transmutation

Casting Time 1 Action
Range Touch
Duration 8 hours
Components V, S, M
Materials either a pinch of dried carrot or an 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, Fighter (Eldritch Knight), Monk (Way of Shadow), Rogue (Arcane Trickster)

Find Traps

2-level Divination

Casting Time 1 Action
Range 120ft
Duration Instantaneous
Components V, S

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the Alarm spell, a Glyph of Warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.   This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

Class(es): Cleric, Druid, Ranger, Sorcerer (Divine Soul)

Lesser Restoration

2-level Abjuration

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

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

Locate Animals or Plants

2-level Divination

Casting Time 1 Action
Range Self
Duration Instantaneous
Components V, S, M
Materials a bit of fur from a bloodhound

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

Class(es): Bard, Druid, Ranger

Pass Without Trace

2-level Abjuration

Casting Time 1 Action
Range Self
Duration up to 1 Hour
Components V, S, M
Materials ashes from a burned leaf of mistletoe and a sprig of spruce

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Class(es): Druid, Ranger, Cleric (Trickery Domain), Monk (Way of Shadow)

Rope Trick

2-level Transmutation

Casting Time 1 Action
Range Touch
Duration 1 Hour
Components V, S, M
Materials powdered corn extract and a twisted loop of parchment

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.   The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.   Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.   Anything inside the extradimensional space drops out when the spell ends.

Class(es): Artificer, Wizard, Fighter (Eldritch Knight), Ranger (Gloom Stalker), Rogue (Arcane Trickster)

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


Created by

Rogue_Dicey.

Statblock Type

Character Sheet (Legacy)

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