+3 | Strength |
+5 | Dexterity |
+1 | Constitution |
+1 | Intelligence |
+2 | Wisdom |
+4 | Charisma |
+3 | Acrobatics |
+4 | Animal Handling |
+1 | Arcana |
+3 | Athletics |
+4 | Deception |
+1 | History |
+2 | Insight |
+4 | Intimidation |
+1 | Investigation |
+4 | Medicine |
+3 | Nature |
+2 | Perception |
+4 | Performance |
+4 | Persuasion |
+3 | Religion |
+3 | Sleight of Hands |
+5 | Stealth |
+4 | Survival |
Longbow | 1d20+7 | 1d8+3 Peircing |
---|---|---|
Shortsword | 1d20+5 | 1d6+3 Peircing |
Shortsword | 1d20+5 | 1d6+3 Peircing |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Player's Handbook, Wizards of the Coast, p. 150
Ammunition Common
Cost: 1 GP (5 CP per arrow) Weight: 1 lb. / 0.5 kg (0.05 lb. / 0.025 kg per arrow)
Adventuring Gear Common
A backpack can hold one cubic foot or 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: 2 gp Weight: 5 lb
PHB, page 151. Available in the SRD.
Adventuring Gear Varies
Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.
Cost: 2 gp Weight: 5 lbs
Adventuring Gear Common
This one-handed hammer with an iron head is useful for pounding pitons into a wall.
Cost: 1gp Weight: 3lbs
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
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
Adventuring Gear Common
When a wall doesn’t offer handholds and footholds, you can make your own. A piton is a steel spike with an eye through which you can loop a rope.
Cost: 5cp Weight: 1/4lb
Adventuring Gear Common
A cloth or leather pouch can hold up to 20 Sling bullets or 50 Blowgun Needles, among other things. A pouch can hold up to 1/5 cubic foot or 6 pounds of gear.
Cost: 5 sp Weight: 1 lb
DnD 5e SRD
Adventuring Gear Common
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Cost: 5sp Weight: 2lb
PHB, page 153. Available in the SRD.
Adventuring Gear Varies
Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
Cost: 1 gp Weight: 10 lbs
DnD 5e SRD SRD
Melee Weapon Finesse, Light Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Piercing | Finesse, Light |
Cost: 10 gp Weight: 2 lb
DnD 5e SRD SRD
Melee Weapon Finesse, Light Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Piercing | Finesse, Light |
Cost: 10 gp Weight: 2 lb
DnD 5e SRD
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
DnD 5e SRD
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: 1cp Weight: 1lb
DnD 5e SRD
Adventuring Gear Common
A waterskin can hold 4 pints of liquid.
Cost: 2sp Weight: 5lb
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 dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, Slayers are experts at unearthing and defeating mighty, mystical foes.
Ranger Level | Spells |
---|---|
3rd | Protection From Evil and Good |
5th | Zone of Truth |
9th | Magic Circle |
13th | Banishment |
17th | Hold Monster |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Languages. Common, Elvish, 1 extra
Statblocks for companions, followers and other allies.
Statblocks for your spells.
1-level Transmutation
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
1-level Divination
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.
Statblocks for your Trinkets, businesses, building, castles, empires.