| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| +3 | Strength | |
| +7 | Dexterity | |
| +2 | Constitution | |
| +1 | Intelligence | |
| +2 | Wisdom | |
| -1 | Charisma |
| +4 | Acrobatics | DEX | |
| +2 | Animal Handling | WIS | |
| +1 | Arcana | INT | |
| +3 | Athletics | STR | |
| -1 | Deception | CHA | |
| +1 | History | INT | |
| +5 | Insight | WIS | |
| -1 | Intimidation | CHA | |
| +1 | Investigation | INT |
| +2 | Medicine | WIS | |
| +1 | Nature | INT | |
| +5 | Perception | WIS | |
| -1 | Performance | CHA | |
| -1 | Persuasion | CHA | |
| +1 | Religion | INT | |
| +4 | Sleight of Hand | DEX | |
| +7 | Stealth | DEX | |
| +5 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type |
|---|
The statblocks of your Weapons, armor and other important/magical equipment
PHB
Weapon
Common
Finesse, light| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Melee | 1d6 | Piercing |
Cost: 10 gp
Weight: 2 lb.
https://roll20.net/compendium/dnd5e/Items:Longbow?expansion=33335
Weapon
Common
Ammunition (Arrow), Heavy, Two-Handed
Slow
A longbow is a powerful, hand-drawn wooden bow, typically 5ā6 feet (1.5ā1.8 meters) tall, that shoots long feathered arrows, that is used for both massed combat and hunting.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Ranged | 1d8 | Piercing | 150/600 ft |
Cost: 50 GP
Weight: 2 lb
Player's Handbook
Armor (Light)
Common
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
| Type | AC | STR Req. | Stealth Dis. |
|---|---|---|---|
| Light | 12 + Dex modifier | No |
Cost: 45 gp
Weight: 13 lbs
Armor (Shield)
Rare Requires Attunement
Shield provides +2 AC when equipped. Shield floats in the air when activated. So while it's considered equipped, it does not consume a hand. Two handed weapon fighting is still available, due to the nature of the shield.A magic shield that floats above the user and provides protection. It is equipped upon the bearer's choice and will follow them throughout all combat, providing support. Since it is not held in the hand, two handed fighting is possible. It provides +2 AC.
| Type | AC | STR Req. | Stealth Dis. |
|---|---|---|---|
| Shield | 2 | No |
The statblocks of your class features
(a) scale mail or (b) leather armour (a) two shortswords or (b) two simple melee weapons (a) a dungeoneers pack or (b) an explorers pack a longbow and a quiver of 20 arrows
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.
| Dice 1d10 | Origin |
| 1 | Forester |
| 2 | Trapper |
| 3 | Homesteader |
| 4 | Guide |
| 5 | Exile or outcast |
| 6 | Bounty hunter |
| 7 | Pilgrim |
| 8 | Tribal nomad |
| 9 | Hunter-gatherer |
| 10 | Tribal marauder |
| Dice 1d8 | Personality Trait | |||
|---|---|---|---|---|
| 1 | I'm driven by a wanderlust that led me away from home. | |||
| 2 | I watch over my friends as if they were a litter of newborn pups. | |||
| 3 | I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I'd do it again if I had to. | |||
| 4 | I have a lesson for every situation, drawn from observing nature. | |||
| 5 | I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear. | |||
| 6 | I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them. | |||
| 7 | I feel far more comfortable around animals than people. | |||
| 8 | I was, in fact, raised by wolves. |
| Dice 1d6 | Ideal | |||
|---|---|---|---|---|
| 1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) | |||
| 2 | Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good) | |||
| 3 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) | |||
| 4 | Might. The strongest are meant to rule. (Evil) | |||
| 5 | Nature. The natural world is more important than all the constructs of civilization. (Neutral) | |||
| 6 | Glory. I must earn glory in battle, for myself and my clan. (Any) |
| Dice 1d6 | Bond | |||
|---|---|---|---|---|
| 1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. | |||
| 2 | An injury to the unspoiled wilderness of my home is an injury to me. | |||
| 3 | I will bring terrible wrath down on the evildoers who destroyed my homeland. | |||
| 4 | I am the last of my tribe, and it is up to me to ensure their names enter legend. | |||
| 5 | I suffer awful visions of a coming disaster and will do anything to prevent it. | |||
| 6 | It is my duty to provide children to sustain my tribe. |
| Dice 1d6 | Flaw | |||
|---|---|---|---|---|
| 1 | I am too enamored of ale, wine, and other intoxicants. | |||
| 2 | There's no room for caution in a life lived to the fullest. | |||
| 3 | I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me. | |||
| 4 | I am slow to trust members of other races, tribes, and societies. | |||
| 5 | Violence is my answer to almost any challenge. | |||
| 6 | Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish. |
⢠(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
| Ranger Level | Spells |
|---|---|
| 3rd | create or destroy water |
| 5th | see invisibility |
| 9th | haste |
| 13th | giant insect |
| 17th | insect plague |
| Level | Proficiency Bonus | Spells Known | 1st | 2nd | 3rd | 4th | 5th | Features |
|---|---|---|---|---|---|---|---|---|
| 1st | +2 | - | - | - | - | - | - | Favored Enemy, Natural Explorer |
| 2nd | +2 | 2 | 2 | - | - | - | - | Fighting Style, Spellcasting |
| 3rd | +2 | 3 | 3 | - | - | - | - | Ranger Archetype, Primeval Awareness |
| 4th | +2 | 3 | 3 | - | - | - | - | Ability Score Improvement |
| 5th | +3 | 4 | 4 | 2 | - | - | - | Extra Attack |
| 6th | +3 | 4 | 4 | 2 | - | - | - | Favored Enemy and Natural Explorer improvements |
| 7th | +3 | 5 | 4 | 3 | - | - | - | Ranger Archetype feature |
| 8th | +3 | 5 | 4 | 3 | - | - | - | Ability Score Improvement, Land's Stride |
| 9th | +4 | 6 | 4 | 3 | 2 | - | - | - |
| 10th | +4 | 6 | 4 | 3 | 2 | - | - | Natural Explorer Improvement, Hide in Plain Sight |
| 11th | +4 | 7 | 4 | 3 | 3 | - | - | Ranger Archetype feature |
| 12th | +4 | 7 | 4 | 3 | 3 | - | - | Ability Score Improvement |
| 13th | +5 | 8 | 4 | 3 | 3 | 1 | - | - |
| 14th | +5 | 8 | 4 | 3 | 3 | 1 | - | Favored Enemy improvement, Vanish |
| 15th | +5 | 9 | 4 | 3 | 3 | 2 | - | Ranger Archetype feature |
| 16th | +5 | 9 | 4 | 3 | 3 | 2 | - | Ability Score Improvement |
| 17th | +6 | 10 | 4 | 3 | 3 | 3 | 1 | - |
| 18th | +6 | 10 | 4 | 3 | 3 | 3 | 1 | Feral Senses |
| 19th | +6 | 11 | 4 | 3 | 3 | 3 | 2 | Ability Score Improvement |
| 20th | +6 | 11 | 4 | 3 | 3 | 3 | 2 | Foe Slayer |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Player's Handbook
Statblocks for companions, followers and other allies.
Statblocks for your spells.
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.
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.
Player's Handbook
1-level Conjuration
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
If you touch a body of water when casting this spell, you can choose a point within 240 feet of you that is in the same body of water. The spell is cast as if you were at the chosen point, but you must use your own senses.
When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
SRD
1-level Evocation
Player's Handbook (5.5e) 2024
2-level Abjuration
Choose up to three creatures within range. Each target's Hit Point maximum & current Hit Points increase by 5 for the duration.
Each target's Hit Points increase by 5 for each spell slot level above 2.
Statblocks for your Trinkets, businesses, building, castles, empires.
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