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Thiladon Keyfir

Ranger 3 Class & Level
Hermit Background
Half-Elf Race
Neutral Good Alignment

Strength 13
+1
Dexterity 16
+3
constitution 13
+1
intelligence 13
+1
wisdom 15
+2
charisma 18
+4
Total Hit Dice 3
Hit Die
1d10+1
+2 proficiency bonus
+3 Strength
+5 Dexterity
+1 Constitution
+1 Intelligence
+2 Wisdom
+4 Charisma
saving throws
+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
skills ARMOR Light Armor, Medium Armor, Shields   WEAPONS Martial Weapons, Simple Weapons   TOOLS Herbalism Kit   LANGUAGES Common, Draconic, Elvish, Giant, Primordial proficiencies

 
14
Armor Class
27
Hit Points
+3
Initiative
30
Speed
Longbow 1d20+7 1d8+3 Peircing
Shortsword 1d20+5 1d6+3 Peircing
Shortsword 1d20+5 1d6+3 Peircing
Attacks
ARMOR
Light Armor, Medium Armor, Shields

WEAPONS
Martial Weapons, Simple Weapons

TOOLS
Herbalism Kit

LANGUAGES
Common, Draconic, Elvish, Giant, Primordial
Proficiences
+2 Modifier | +4 Spell attack | Spell Save DC 12
Goodberry
Hunter's Mark
Ensnaring Strike
Spellcasting
Arrows
Backpack
Crowbar
Fur Cloak
Hammer
Leather Armor
Longbow
Piton
Pouch
Rations (1 day)
Rope, Hempen (50 feet)
Shortsword
Shortsword
Tinderbox
Torch
Waterskin
Equipment
If someone is in trouble, I’m always ready to lend help.
Personality Traits
Respect. People deserve to be treated with dignity and respect. (Good)
Ideals
I protect those who cannot protect themselves.
Bonds
My piety sometimes leads me to blindly trust those that profess faith in my god.
Flaws
Class Features
Proficiencies:
  • Stealth
  • Athletics
  • Animal Handling

  • Favored Enemy:
    Dragon

    Natural Explorer:
    Forest

    Fighting Style:
    Archery

    Ranger Archetype:
    Monster Slayer

    Primeval Awareness

    Racial Traits
    Darkvision

    Fey Ancestry

    Skill Versatility:
  • Nature
  • Survival
  • Features & Traits

    Heroes Enabled

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

    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)


     

    Backpack

    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.

    Crowbar

    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


     

    Hammer

    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

    Leather Armor

    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

    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


     

    Piton

    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


     

    Belt Pouch

    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

    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


     

    PHB, page 153. Available in the SRD.

    Hempen Rope (50 ft.)

    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

    Shortsword

    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

    Shortsword

    Melee Weapon Finesse, Light Common

    Type Damage Damage Range Properties
    Martial 1d6 Piercing Finesse, Light

    Cost: 10 gp Weight: 2 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


     

    DnD 5e SRD

    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: 1cp Weight: 1lb


     

    DnD 5e SRD

    Waterskin

    Adventuring Gear Common

    A waterskin can hold 4 pints of liquid.

    Cost: 2sp Weight: 5lb


     

    The statblocks of your class features

    Ranger


    Hit Points

    Hit Dice: d10 per Ranger level
    Hit Points at first Level: 10 + Con mod
    Hit Points at Higher Levels: 6 + Con mod

    Proficiences

    Armor: Light Armor, Medium Armor, Shields
    Weapons: Simple weapons, Martial weapons
    Tools: None
    Saving Throws: Str, Dex
    Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

    Overview & Creation

    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.


    Class Features

    Favored Enemy

    Natural Explorer

    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
    • Defense
    • Dueling
    • Two-Weapon Fighting

    Primeval Awareness

    Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.

    Extra Attack

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

    Land's Stride

    Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

    Hide in Plain Sight

    Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

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


    Starting Equipment

    • (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


    Spellcasting

    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
      Rangers can learn Druid cantrips. At first level they start with just one. Starting at second level, Rangers know as many Druid cantrips as their proficiency bonus.   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.


    Subclass Options

    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.  

    Hunter

    Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.  

    Beastmaster

    The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.  

    Gloom Stalker

    [Xan]Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.  

    Horizon Walker

    [Xan]Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse-especially benevolent dragons, fey, and elementals-that work to preserve life and the order of the planes.  

    Monster Slayer

    [Xan]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.

    The Monster Slayer Conclave


    Hit Points

    Hit Dice: d10 per The Monster Slayer Conclave level
    Hit Points at first Level: See Ranger
    Hit Points at Higher Levels: See Ranger

    Proficiences

    Armor: See Ranger
    Weapons: See Ranger
    Tools: See Ranger
    Saving Throws: See Ranger
    Skills: See Ranger

    Subclass Options

    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.  

    Hunter’s Sense

    At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action,choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and What they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.  

    Slayer’s Prey

    Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action,you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.    

    Monster Slayer Magic

    Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.  
    Ranger LevelSpells
    3rdProtection From Evil and Good
    5thZone of Truth
    9thMagic Circle
    13thBanishment
    17thHold Monster
     

    Supernatural Defense

    At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that targets grapple, add 1d6 to your roll.  

    Magic User’s Nemesis

    At 11th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. Once you use this feature, you can’t use it again until you finish a short or long rest.  

    Slayer’s Counter

    At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Half-Elf

    Ability Score Increase +2 Cha, +1 to two other ability scores
    Size Medium
    Speed 30 ft.

    Age

    Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.  

    Size

    Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.  

    Darkvision

    Thanks to your elf blood, you have superior vision in dark and dim conditions. 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 color in darkness, only shades of gray.  

    Fey Ancestry

    You have advantage on saving throws against being charmed, and magic can’t put you to sleep.  

    Skill Versatility

    You gain proficiency in two skills of your choice.

    Languages. Common, Elvish, 1 extra

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 1 Spells

    Goodberry

    1-level Transmutation

    Casting Time 1 Action
    Range Touch
    Duration Instantaneous
    Components V, S, M
    Materials A sprig of Mistletoe, which the spell consumes

    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.

    Class(es): Druid, 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.


    Created by

    RazorClaw1605.

    Statblock Type

    Character Sheet (Legacy)

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