Remove these ads. Join the Worldbuilders Guild

Hugh Mann

Ranger (revised) 1 Class & Level
Soldier Background
Human Race
Neutral Alignment

Strength 16
+3
Dexterity 15
+2
constitution 16
+3
intelligence 18
+4
wisdom 17
+3
charisma 13
+1
Total Hit Dice 1
Hit Die
1d8+3
+2 proficiency bonus
+5 Strength
+4 Dexterity
+3 Constitution
+4 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+2 Acrobatics
+5 Animal Handling
+4 Arcana
+5 Athletics
+1 Deception
+4 History
+3 Insight
+3 Intimidation
+6 Investigation
+3 Medicine
+4 Nature
+3 Perception
+1 Performance
+1 Persuasion
+4 Religion
+2 Sleight of Hands
+2 Stealth
+5 Survival
skills Animal Handling, Survival, Investigation proficiencies

 
15
Armor Class
12
Hit Points
+2
Initiative
30ft
Speed
HarpoonRange: 20/60Hit/DC: +5Damage: 1d6+3Thrown (range 20/60), versatile (1d8), named "Stacy".
Crossbow, LightRange: 80(320)Hit/DC: +4Damage: 1d8+2Simple, Ammunition, Loading, Range, Two-Handed, Range (80/320).
DaggerRange: 20(60)Hit/DC: +5Damage: 1d4+3Simple, Finesse, Light, Thrown, Range (20/60), Hidden in the left boot.
RapierRange: 5ftHit/DC: +5Damage: 1d8+3Martial, Finesse, Named "Marcia".
NetRange: (5/15)Hit/DC: +5Damage:Martial, Special, Thrown, Range (5/15)
Unarmed StrikeRange: 5ftHit/DC: +5Damage: 4paunch.
Attacks
Armor:
Light armor, medium armor, shields

Weapons:
Simple weapons, martial weapons

Tools:
Playing Card Set, Vehicles (Land)

Languages:
Common, Dwarvish, Elvish
Proficiences
Mending
Cantrip Transmutation
Casting Time: 1 minute
Range: Touch
Components: V S M (Two lodestones)
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

Disguise self
Casting Time: 1 action
Range: Self
Components: V S
Duration: 1 hour
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and
anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Speak with Animals
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes
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 GM's discretion.

Longstrider
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of dirt)
Duration: 1 hour
You touch a creature. The target's speed increases by 10 feet until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Hunter's Mark
Casting Time: 1 bonus action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour
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.
Spellcasting
Backpack | Weight: 5lb. | Qty: 1 | Cost: 2(GP) | Container.

Bag of birdseed | Weight: 1.5lb. | Qty: 1 | Cost: 0.5(GP) | Utility, Can hold 500 grams, currently holds different seeds for birds.

Bedroll | Weight: 7lb. | Qty: 1 | Cost: 1(GP) | Utility

Birdpipes | Weight: - lb. | Qty: 1 | Cost: 1(GP) | Instrument

Canteen | Weight: 5lb. | Qty: 1 | Cost: 0.2(GP) | Container, It's a canteen filled with a mix of coffee, sugar, and whatever fule was around during the mixing of the drink.

Clothes, traveler's | Weight: 4lb. | Qty: 1 | Cost: 2(GP) | Social, Outerwear

Club | Weight: 2lb. | Qty: 1 | Cost: 0.1(GP) | Simple, Light

Crossbow Bolts | Weight: 1.5lb. | Qty: 20 | Cost: 1(GP) | Damage, Combat

Crossbow, Light | Weight: 5lb. | Qty: 1 | Cost: 25(GP) | Simple, Ammunition, Loading, Range, Two-Handed, Range (80/320)

Dagger | Weight: 1lb. | Qty: 1 | Cost: 2(GP) | Simple, Finesse, Light, Thrown, Range (20/60), Hidden in the left boot.

Encyclopidia | Weight: 5lb. | Qty: 1 | Cost: 25(GP) | Social, Utility

Fishing tackle | Weight: 4lb. | Qty: 1 | Cost: 1(GP) | Social, Utility

Harpoon | Weight: 3lb. | Qty: 1 | Cost: 1(GP) | Thrown (range 20/60), versatile (1d8)

Leather armour | Weight: 10lb. | Qty: 1 | Cost: 10(GP) | AC 11

Mess kit | Weight: 1lb. | Qty: 1 | Cost: 0.2(GP) | Social, Utility

Net | Weight: 3lb. | Qty: 1 | Cost: 1(GP) | Martial, Special, Thrown, Range (5/15)

Oil (flask) | Weight: 10lb. | Qty: 10 | Cost: 0.1(GP) | Damage, Utility, Combat

Playing Card Set | Weight: - lb. | Qty: 1 | Cost: 1(GP) | Social

Valgus crafted living Rapier | Weight: 2lb. | Qty: 1 | Cost: 25(GP) | Martial, Finesse, named "Brennda"

Rations (1 day) | Weight: 20lb. | Qty: 10 | Cost: 5(GP) | Social, Utility, Consumable

Rope, Hempen (50 feet) | Weight: 10lb. | Qty: 1 | Cost: 1(GP) | Utility, Exploration

Tinderbox | Weight: 1lb. | Qty: 1 | Cost: 0.5(GP) | Utility, Exploration

Torch | Weight: 10lb. | Qty: 10 | Cost: 0.1(GP) | Damage, Utility, Exploration, Combat
_______________________________
Scrap = 116.6
Equipment
I have a soft spot for animals, especially birds.
I'm rather calculated.
Personality Traits
Freedom
Ideals
Those who fight beside me are those worth dying for.
Bonds
I am not good at expressing myself.
I come off as cold to most people.
Flaws
Ranger (revised) features:

* Hit Points • PHB 90
Hit Dice:1d10per ranger level.
Hit Points at 1st Level:10+ your Constitution modifier.
Hit Points at Higher Levels:1d10 (or 6) + your Constitution modifier per ranger level after 1st.

* Proficiencies • PHB 90

* Favored Enemy • PHB 91
+2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have an advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
| Monstrosities • PHB
Monstrosities are monsters in the strictest sense -- frightening creatures that are not ordinary, not truly natural, and almost never benign.

_____________________________________
* Natural Explorer • PHB 91
•You ignore difficult terrain.

•You have an advantage on initiative rolls.

•On your first turn during combat, you have an advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

•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.

Human racial traits:

* Ability Score Increase • PHB 31

* Languages • PHB 31
You can speak, read, and write Common and one extra language.

Prisoner's curse and blessing:

Blessing:
• +2ac
• losing the need for sleep breath and eat

Curse:
• A short rest costs 40 scrap to repair some damage (repairs will take one day)
• A long rest costs 50 scrap and oil (the player needs to stay inactive for a week to fully recover)
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Rapier

Melee Weapon Finesse Common

Type Damage Damage Range Properties
Martial 1d8 Piercing Finesse

Cost: 25 gp Weight: 2 lb


 

The statblocks of your class features

Ranger (Revised)


Hit Points

Hit Dice: d10 per Ranger (Revised) level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

Proficiences

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  

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:   • (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    

Overview

Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm, Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.   After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow aI the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon's thick scales.   Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he's been tracking and sends the hawk to distract the creature while he readies his bow.   Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.    

Class Features

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.   Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, 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, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.  

Natural Explorer

You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:   • You ignore difficult terrain.
• You have advantage on initiative rolls.
• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.   In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:   • 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.  

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.  

Spellcasting

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. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.   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  

Primeval Awareness

Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.   You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.   You cannot use this ability against a creature that you have attacked within the past 10 minutes.   Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.   If there are multiple groups of your favored enemies within range, you learn this information for each group.  

Ranger Conclave

At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Beast Conclave, the Hunter Conclave, or the Stalker Conclave, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.  

Ability Score Improvement

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.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Greater Favored Enemy

At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.   Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.  

Fleet of Foot

Beginning at 8th level, you can use the Dash action as a bonus action on your turn.  

Hide in Plain Sight

Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.   When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.   If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.  

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. 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. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.    

Ranger Conclaves

Across the wilds, rangers come together to form conclaves—loose associations whose members share a similar outlook on how best to protect nature from those who would despoil it.  

Beast Conclave

Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.  

Animal Companion

At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.   With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.   At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time.   If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.   If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.  
Dice 1d6 Trait
1I’m dauntless in the face of adversity.
2Threaten my friends, threaten me.
3I stay on alert so others can rest.
4People see an animal and underestimate me. I use that to my advantage.
5I have a knack for showing up in the nick of time.
6I put my friends’ needs before my own in all things.
 
Dice 1d6 Flaw
1If there’s food left unattended, I’ll eat it.
2I growl at strangers, and all people except my ranger are strangers to me.
3Any time is a good time for a belly rub.
4I’m deathly afraid of water.
5My idea of hello is a flurry of licks to the face.
6I jump on creatures to tell them how much I love them.
 

Companion’s Bond

Your animal companion gains a variety of benefits while it is linked to you.   The animal companion loses its Multiattack action, if it has one.   The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.   Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.   Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.   For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.   Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.   Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”   Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.  

Coordinated Attack

Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.  

Beast’s Defense

At 7th level, while your companion can see you, it has advantage on all saving throws.  

Storm of Claws and Fangs

At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.  

Superior Beast’s Defense

At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.    

Hunter Conclave

Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.  

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.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

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 melee attacks 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 a 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.    

Deep Stalker Conclave

Most folk descend into the depths of the Underdark only under the most pressing conditions, undertaking some desperate quest or following the promise of vast riches. All too often, evil festers beneath the earth unnoticed, and rangers of the Deep Stalker Conclave strive to uncover and defeat such threats before they can reach the surface.  

Underdark Scout

At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed, and if you use the Attack action, you can make one additional attack.   You are also adept at evading creatures that rely on darkvision. Such creatures gain no benefit when attempting to detect you in dark and dim conditions. Additionally, when the DM determines if you can hide from a creature, that creature gains no benefit from its darkvision.  

Deep Stalker Magic

At 3rd level, you gain darkvision out to a range of 90 feet. If you already have darkvision, you increase its range by 30 feet. You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. Once you gain a deep stalker spell, it counts as a ranger spell for you but doesn’t count against the number of ranger spells you know.  
Deep Stalker Spells
Ranger LevelSpells
3rdDisguise Self
5thRope Trick
9thGlyph of Warding
13thGreater Invisibility
17thSeeming
 

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Iron Mind

At 7th level, you gain proficiency in Wisdom saving throws.  

Stalker’s Flurry

Starting at 11th level, once on each of your turns when you miss with an attack, you can make another attack.  

Stalker’s Dodge

At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature’s attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.    

Ranger (Revised) Class Table

SpellSlotsperSpellLevel
LevelProficiency BonusFeaturesSpells Known1st2nd3rd4th5th
1st+2Favored Enemy, Natural Explorer
2nd+2Fighting Style, Spellcasting22
3rd+2Primeval Awareness, Ranger Conclave33
4th+2Ability Score Improvement33
5th+3Ranger Conclave feature442
6th+3Greater Favored Enemy442
7th+3Ranger Conclave feature543
8th+3Ability Score Improvement, Fleet of Foot543
9th+46432
10th+4Hide in Plain Sight6432
11th+4Ranger Conclave feature7433
12th+4Ability Score Improvement7433
13th+584331
14th+5Vanish84331
15th+5Ranger Conclave feature94332
16th+5Ability Score Improvement94332
17th+61043331
18th+6Feral Senses1043331
19th+6Ability Score Improvement1143332
20th+6Foe Slayer1143332

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Human(?)

Ability Score Increase +1 to all modifiers
Size Medium
Speed 30ft

+2 permanent AC Loss of all need to rest, sleep or eat Ability to cast mending at will A short rest will need 40 scrap to repair some damage(repairs will take one day) A long rest will need 50scrap and oil (the player needs to stay inactive for a week to fully recover)
 

Languages. Common

Statblocks for companions, followers and other allies.

Canary

Tiny songbird, tiny beast, unaligned
Armor Class: 11
Hit Points: 1
Speed: 10 ft , fly: 30 ft

STR

1 -5

DEX

13 +1

CON

3 -4

INT

1 -5

WIS

10 +0

CHA

5 -3

Damage Vulnerabilities: Sensitivity to Toxins. Due to its small size and fast metabolism, the canary is extremely sensitive to toxins. It has disadvantage on Constitution saving throws against poison, and will typically have to begin making saves against airborne toxins 1 to 10 minutes before larger creatures are required to.
Languages: --
Challenge Rating: 0

At will: Beautiful Song. The canary can use its action to sing a beautiful song out to 30 feet. A creature that hears the song must succeed on a DC 10 Wisdom saving throw or be charmed by the canary until the end of its next turn.

Canaries are domesticated songbirds of the passerine order. The color of their plumage varies from yellow, yellowish-green, yellow-orange, and even a deep red. Their well-known song makes them popular pets for nobles and individuals of royalty.

Statblocks for your spells.

Level 0 Spells

SRD

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: Two lodestones
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Available for: Bard, Cleric, Druid, Sorcerer, Wizard

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


Created by

VoidDweller.

Statblock Type

Character Sheet (Legacy)

Link/Embed