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Elden Vanam

Ranger 4 Class & Level
Outlander Background
Wood Elf Race
Chaotic Good Alignment

Strength 12
+1
Dexterity 16
+3
constitution 13
+1
intelligence 10
+0
wisdom 16
+3
charisma 8
-1
Total Hit Dice 4
Hit Die
1d10+1
+2 proficiency bonus
+3 Strength
+5 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+3 Animal Handling
+0 Arcana
+3 Athletics
-1 Deception
+0 History
+5 Insight
-1 Intimidation
+0 Investigation
+3 Medicine
+2 Nature
+5 Perception
-1 Performance
-1 Persuasion
+0 Religion
+3 Sleight of Hands
+5 Stealth
+5 Survival
skills Athletics +3, Insight +5, Nature+2, Perception +5 Stealth +5 Survival +5   advantage on saves against being charmed. proficiencies

 
15
Armor Class
34
Hit Points
+3
Initiative
35
Speed
WeaponAttackDamageTypeRange
Shortsword 1d20+5 1d6+3 MeleePiercing
Longbow 1d20+7 1d8+3 150/600 ftPiercing
Attacks
Senses
Darkvision, Passive Perception 15

Armor
Light, medium.

Weapons
Simple weapons, martial weapons.

Tools
Flute.

Languages
Common, Elvish, Draconic, Orc.
Proficiences
Spellcasting. You have the ability to cast spells. Wisdom is your spellcasting ability for your ranger spells. You use your Wisdom whenever a spell refers to your spellcasting ability. To cast a spell, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spell Save DC: 13
Spell Attack Modifier: +5
Spell Slots: 1st-level (2)

Feat - Wood Elf Magic
Cantrip: Thunderclap
Once each per long rest: Longstrider, Pass Without a Trace
These two spells don't use spell slots.
Spellcasting
MAGICAL: shimmering arrow
EQUIPMENT: Studded leather, shortsword, longbow (with 60? arrows)
GEAR: Hunting trap, explorer’s kit
MISC: Flute, money (25 gp)

Comically Large Top Hat
Keeps wearer's body and clothing entirely dry from exterior sources of moisture. Only the wearer is affected e.g., if you carry someone in your arms, they can still get wet

Hastening Handbones (requires attunement)
Shortens the cast time of any spell to 1m
2 charges
Regain both charges after 1 long rest

The Commander (requires attunement)
Point The Commander at one object that you can see within 50 feet of you. You can remotely pick up the object or move it to another location within 50 feet of you.

The object must be small enough to fit completely in the center of the wielder's palm and weigh 2 oz. or less (e.g., a tennis ball)

The Commander works even when there is no line of sight. The wielder must know the obscured object's general appearance and location before attempting to command it. If the wielder attempts to command an obscured object that has moved more than 5 ft. away or changed significantly in appearance or composition, the effect ends immediately.

The Commander can't be used to identify fakes; it will act according to the wielder's knowledge of the object.
Equipment
I once ran twenty five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to.
Personality Traits
Life is like the seasons, in constant change, and we must change with it.
Ideals
Patron goddess: Umberlee
You are a member of the Emerald Enclave

I am the last of my tribe, and it is up to me to ensure their names enter legend.
Bonds
There’s no room for caution in a life lived to the fullest.
Flaws
Primeval Awareness
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.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Favored Enemy. You have significant experience studying, tracking, hunting, and even talking to dragons. You have advantage on Wisdom (Survival) checks to track dragons, as well as on Intelligence checks to recall information about them.

Natural Explorer. You are particularly at home in forest terrain. When you make an Intelligence or Wisdom check related to forest terrain, your proficiency bonus is doubled if you are using a skill that you’re
proficient in.

While traveling for an hour or more in forest terrain, you gain the following benefits:
• Difficult terrain doesn’t slow your group’s speed.
• Your group can’t become lost except by magical means.
• Even when you are engaged in another activity while traveling, 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.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Wood Elf Magic

Elf (wood elf)

You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the long-strider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Elf, Wood

Ability Score Increase +2 Dex, +1 Wis
Size Medium
Speed 35ft

Darkvision: Accustomed to twilit forests and the night sky, 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.   Keen Senses: You have proficiency in the Perception skill.   Fey Ancestry: You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.   Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After Resting in this way, you gain the same benefit that a human does from 8 hours of sleep.   Mask of the Wild: You can try to hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.   Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.

Languages. Elvish, Common

Statblocks for companions, followers and other allies.

Lupa

Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 11 [roll2d8+2]
Speed 40ft

STR
12 +1
DEX
15 +2
CON
12 +1
INT
3 -4
WIS
12 +1
CHA
6 -2

Skills Perception +3 , Stealth +4
Senses passive Perception 13
Languages -
Challenge 1/4 (50 XP)


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.


Actions

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.


 

Statblocks for your spells.

Level 0 Spells

Storm Magic

Thunderclap

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 5 feet
Components: S
Duration: Instantaneous
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level 2d6 , 11th level 3d6 , and 17th level 4d6 .
Available for: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard

Level 1 Spells

Transmutation Magic

Longstrider

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: 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.
Available for: Artificer, Bard, Druid, Ranger, Wizard

PHB

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

Level 2 Spells

Abjuration Magic

Pass without Trace

2-level Abjuration

Casting Time: 1 Action
Range/Area: Self
Components: V, S, M
Materials: Ashes from a burned leaf of mistletoe and a sprig of spruce
Duration: Concentration, up to 1 Hour
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.
Available for: Druid, Ranger, Land (Grassland) Druid, Trickery Cleric

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

Handy Haversack

Wondrous Item Rare

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.   Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.   The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.   Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Weight: 5lb


 

Created by

Bartholomew Smartasp.

Statblock Type

Character Sheet (Legacy)

Link/Embed