+8 | Strength |
+1 | Dexterity |
+5 | Constitution |
+0 | Intelligence |
+2 | Wisdom |
+0 | Charisma |
+1 | Acrobatics |
+5 | Animal Handling |
+0 | Arcana |
+8 | Athletics |
+0 | Deception |
+0 | History |
+2 | Insight |
+3 | Intimidation |
+0 | Investigation |
+2 | Medicine |
+0 | Nature |
+5 | Perception |
+0 | Performance |
+0 | Persuasion |
+0 | Religion |
+1 | Sleight of Hands |
+1 | Stealth |
+5 | Survival |
Weapon | Attack | Damage |
---|---|---|
Longbow of mallar | 1d20+13 | 2d8+1d6+10 |
Greataxe | 1d20+8 | 1d12+1d6+5 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Legendary Requires Attunement
Type | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 2d8+3 | Piercing | 300/600 ft. |
Cost:
The statblocks of your class features
A human in clanging plate armour holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armour, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage. A dwarf in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armour, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defences. A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him. All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armour and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Fighting Style, Second Wind |
2nd | +2 | Action Surge (one use) |
3rd | +2 | Martial Archetype |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Ability Score Improvement |
7th | +3 | Martial Archetype feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Indomitable (one use) |
10th | +4 | Martial Archetype feature |
11th | +4 | Extra Attack (2) |
12th | +4 | Ability Score Improvement |
13th | +5 | Indomitable (two uses) |
14th | +5 | Ability Score Improvement |
15th | +5 | Martial Archetype feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Action surge (two uses), Indomitable (three uses) |
18th | +6 | Martial Archetype feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Extra Attack (3) |
Level | Proficiency Bonus | Abilities | Infusions Known | Infused Items | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | |
---|---|---|---|---|---|---|---|---|---|---|---|
1 | +2 | Magical Tinkering, Spellcasting | - | - | 3 | 2 | - | - | - | - | |
2 | +2 | Infuse Item | 4 | 2 | 3 | 2 | - | - | - | - | |
3 | +2 | Artificer Specialist, The Right Tool for the Job | 4 | 2 | 3 | 3 | - | - | - | - | |
4 | +2 | Ability Score Improvemen | 4 | 2 | 3 | 3 | - | - | - | - | |
5 | +3 | Artificer Specialist feature | 4 | 2 | 3 | 4 | 2 | - | - | - | |
6 | +3 | Tool Expertise | 6 | 3 | 3 | 4 | 2 | - | - | - | |
7 | +3 | Flash of Genius | 6 | 3 | 3 | 4 | 3 | - | - | - | |
8 | +3 | Ability Score Improvement | 6 | 3 | 3 | 4 | 3 | - | - | - | |
9 | +4 | Artificer Specialist feature | 6 | 3 | 3 | 4 | 3 | 2 | - | - | |
10 | +4 | Magic Item Adept | 8 | 4 | 4 | 4 | 3 | 2 | - | - | |
11 | +4 | Spell-Storing Item | 8 | 4 | 4 | 4 | 3 | 3 | - | - | |
12 | +4 | Ability Score Improvement | 8 | 4 | 4 | 4 | 3 | 3 | - | - | |
13 | +5 | - | 8 | 4 | 4 | 4 | 3 | 3 | 1 | - | |
14 | +5 | Magic Item Savant | 10 | 5 | 5 | 4 | 3 | 3 | 1 | - | |
15 | +5 | Artificer Specialist feature | 10 | 5 | 5 | 4 | 3 | 3 | 2 | - | |
16 | +5 | Ability Score Improvement | 10 | 5 | 5 | 4 | 3 | 3 | 2 | - | |
17 | +6 | - | 10 | 5 | 5 | 4 | 3 | 3 | 3 | 1 | |
18 | +6 | Magic Item Master | 12 | 6 | 5 | 4 | 3 | 3 | 3 | 1 | |
19 | +6 | Ability Score Improvement | 12 | 6 | 5 | 4 | 3 | 3 | 3 | 2 | |
20 | +6 | Soul of Artifice | 12 | 6 | 5 | 4 | 3 | 3 | 3 | 2 |
Level | Proficiency Bonus | Features | Spells Known |
---|---|---|---|
1 | +2 | Favored Enemy, Natural Explorer, Deft Explorer (optional), Favored Foe (optional) | - |
2 | +2 | Spellcasting, Fighting Style | 2 |
3 | +2 | Primeval Awareness, Ranger Conclave : Hunter, Primal Awareness Deviation (optional), Conclave Feature : Hunter's Prey | 3 |
4 | +2 | Ability Score Improvement | 3 |
5 | +3 | Extra Attack | 4 |
6 | +3 | Favored Enemy improvement , Natural Explorer Improvement, Deft Explorer Improvement (optional) | 4 |
7 | +3 | Conclave Feature : Defensive Tactics | 5 |
8 | +3 | Ability Score Improvement, Fleet of Foot | 5 |
9 | +4 | 6 | |
10 | +4 | Natural Explorer Improvement, Hide in Plain Sight, Deft Explorer Improvement (optional), Nature's Veil (Optional) | 6 |
11 | +4 | Conclave Feature : Multiattack | 7 |
12 | +4 | Ability Score Improvement | 7 |
13 | +5 | 8 | |
14 | +5 | Favored Enemy Improvement, Vanish | 8 |
15 | +5 | Conclave Feature : Superior Hunter's Defense | 9 |
16 | +5 | Ability Score Improvement | 9 |
17 | +6 | 10 | |
18 | +6 | Feral Senses | 10 |
19 | +6 | Ability Score Improvement | 11 |
20 | +6 | Foe Slayer | 11 |
Ranger Level | Spell |
---|---|
3rd | Speak with Animals |
5th | Beast Sense |
9th | Speak with Plants |
13th | Locate Creature |
17th | Commune with Nature |
You start with the following equipment, in addition to the equipment granted by your background:
Level | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|
1 | - | - | - | - | - |
2 | 2 | - | - | - | - |
3 | 3 | - | - | - | - |
4 | 3 | - | - | - | - |
5 | 4 | 2 | - | - | - |
6 | 4 | 2 | - | - | - |
7 | 4 | 3 | - | - | - |
8 | 4 | 3 | - | - | - |
9 | 4 | 3 | 2 | - | - |
10 | 4 | 3 | 2 | - | - |
11 | 4 | 3 | 3 | - | - |
12 | 4 | 3 | 3 | - | - |
13 | 4 | 3 | 3 | 1 | - |
14 | 4 | 3 | 3 | 1 | - |
15 | 4 | 3 | 3 | 2 | - |
16 | 4 | 3 | 3 | 2 | - |
17 | 4 | 3 | 3 | 3 | 1 |
18 | 4 | 3 | 3 | 3 | 1 |
19 | 4 | 3 | 3 | 3 | 2 |
20 | 4 | 3 | 3 | 3 | 2 |
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. Source: Player's Handbook
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Evocation
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
At higher levels: This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.
PHB
0-level (Cantrip) Conjuration
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
At higher levels: This spell's damage increases by 1d12 when you reach 5th level ( 2d12 ), 11th level ( 3d12 ), and 17th level ( 4d12 ).
PHB
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.
PHB
1-level Evocation
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.
PHB
2-level Transmutation
One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft.
Statblocks for your Trinkets, businesses, building, castles, empires.