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Alafrey Frostwood

5 Level (6,500/14000 XP for level-up) Sage Background Human Race / Species / Heritage Lawful Neutral Alignment
Ranger
Level 5
Hit Dice: 5/5
1d10+2 Class 1

STR
10
+0
DEX
16
+3
CON
14
+2
INT
13
+1
WIS
15
+2
CHA
8
-1
39
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
20 / 20
Crossbow Bolts
Spellcasting ...
+5 Attack mod
WIS Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+3 Strength
+6 Dexterity
+2 Constitution
+1 Intelligence
+2 Wisdom
-1 Charisma
saving throws
+6 Acrobatics DEX
+2 Animal Handling WIS
+4 Arcana INT
+0 Athletics STR
-1 Deception CHA
+4 History INT
+2 Insight WIS
-1 Intimidation CHA
+4 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+5 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+6 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +6 DEX 1d8+3 piercing
 Finesse
Crossbow, heavy +8 DEX 1d10+3 piercing
 Ammunition (range 100/400), heavy, loading, two handed
Attacks

Spell Book

Crossbow Expert
  • You ignore the loading quality of crossbows with which you are proficient.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

  • Fighting Style: Archery
    You gain a +2 bonus to attack rolls you make with ranged weapons.

    Primeval Awareness
    Beginning at 3rd levei, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per leveI 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, celestiais, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.

    Hunter's Sense
    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
    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

    Features & Traits
    Alafrey (Starting Wealth)
  • Rapier
  • Shield
  • Leather armor
  • Crossbow, heavy
  • 20 crossbow bolts
  • Case, crossbow bolt

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 23, Platinum: 0 Money
    Known spells: 4
    Monster Slayer Spells
  • Protection from Evil and Good (3rd) [479875]
  • Zone of Truth (5th) [479954]
  • Magic Circle (9th) [174000]
  • Banishment (13th) [479958]
  • Hold Monster (17th) [342123]

  • 1st LVL spells
  • Absorb Elements [982702]
  • Hail of Thorns [1020878]

  • 2nd LVL spells
  • Pass Without Trace [1107715]
  • Summon Beast [1029405]
  • Spellcasting
    Languages
  • Common
  • Elvish
  • One language spoken by monstrosities idk

  • Proficiencies
    Armor: Light armor, medium armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: None

    Languages & Proficiencies
    There's nothing I like more than a good mystery.
    I am horribly, horribly awkward in social situations.

    Personality Traits
    Logic. Emotions must not cloud our logical thinking. (Lawful)
    Knowledge. The path to power and self-improvement is through knowledge. (Neutral)

    Ideals
    I work to preserve places of knowledge and learning.

    Bonds
    I am easily bought by the promise of information.
    Most people scream and run when they see a demon. I stop and take notes on its anatomy.
    Unlocking an ancient mystery is worth the price of a civilization.

    Flaws
    Favored Enemy: Monstrosities
    Favored Terrain: Mountain
    AC w/out shield: 14

    Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

    The statblocks of your class features

    Ranger


    Hit Points

    Hit Dice: d10 per Ranger level
    Hit Points at first Level: 10 + your Constitution modifier
    Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

    Proficiences

    Armor: Light armor, medium armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: None
    Saving Throws: Strength, Dexterity
    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 m onsters 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.  

    The Ranger

    -Spell Slots per Spell Level-
    Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
    1st +2 Favored Enemy, Natural Explorer - - - - - -
    2nd +2 Fighting Style, Spellcasting 2 2 - - - -
    3rd +2 Primeval Awareness, Ranger Conclave 3 3 - - - -
    4th +2 Ability Score Improvement 3 3 - - - -
    5th +3 Extra Attack 4 4 2 - - -
    6th +3 Favored Enemy & Natural Explorer Improvements 4 4 2 - - -
    7th +3 Ranger Conclave Feature 5 4 3 - - -
    8th +3 Ability Score Improvement, Fleet of Foot 5 4 3 - - -
    9th +4 - 6 4 3 2 - -
    10th +4 Natural Explorer Improvement, Hide in Plain Sight 6 4 3 2 - -
    11th +4 Ranger Conclave Feature 7 4 3 3 - -
    12th +4 Ability Score Improvement 7 4 3 3 - -
    13th +5 - 8 4 3 3 1 -
    14th +5 Favoured Enemy Improvement, Vanish 8 4 3 3 1 -
    15th +5 Ranger Conclave Feature 9 4 3 3 2 -
    16th +5 Ability Score Improvement 9 4 3 3 2 -
    17th +6 - 10 4 3 3 3 1
    18th +6 Feral Senses 10 4 3 3 3 1
    19th +6 Ability Score Improvement 11 4 3 3 3 2
    20th +6 Foe Slayer 11 4 3 3 3 2

     


    Class Features

    Favored Enemy

    Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.   You have advantage on attack rolls and Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.   You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.  

    Natural Explorer

    You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
    • You ignore difficult terrain.
    • You have advantage on initiative rolls.
    • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
    In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
    • Difficult terrain doesn’t slow your group’s travel.
    • Your group can’t become lost except by magical means.
    • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), 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.

    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

    You gain a +2 bonus to attack rolls you make with ranged weapons.  

    Defense

    While you are wearing armor, you gain a +1 bonus to AC.  

    Dueling

    When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.  

    Two-Weapon Fighting

    When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.  

    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.  

    Ranger Conclave

    At 3rd level, you choose an archetype that you strive to emulate: Beast Master, Dread Ambusher, Gloom Stalker, Horizon Walker, Hunter, or Monster Slayer. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.  

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

    Extra Attack

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

    Fleet of Foot

    Beginning at 8th level, you can use the Dash action as a bonus action on your turn.  

    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. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions.   Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.  

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


    Starting Equipment

    You start with the following equipment, in addition to the equipment granted by your background:

    • (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

    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.

    Spell Slots

    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.   For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd level spell slot available, you can cast animal friendship using either slot.

    Spells Known of 1st Level and Higher

    You know two 1st-level spells of your choice from the ranger spell list.   The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

    Spellcasting Ability

    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


    Subclass Options

    Ranger Conclaves


    Across the wilds, rangers come together to form conclaves—loose associations whose members share a similar outlook on how best to protect nature from those who would despoil it. Choose Beast Master, Gloom Stalker, Horizon Walker, Hunter, or Monster Slayer.  

    Beast Master Conclave


    The Beast Master 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.  

    Ranger's Companion

      At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.   While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.

    Exceptional Training

    Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.  

    Share Spell

    Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you  

    Gloom Stalker Conclave


    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.  

    Gloom Stalker Magic

    Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.  

    Gloom Stalker Spells

    Ranger Level Spell
    3rd disguise self
    5th rope trick
    9th fear
    13th greater invisibility
    17th seeming
       

    Dread Ambusher


    At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.   At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.  

    Umbral Sight

    At 3rd level, you gain darkvision out to a range of 60 feet. If you a lready have dark vision from your race, its range increases by 30 feet.   You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.  

    Iron Mind

    By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

    Stalker's Flurry

    At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once, on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.  

    Shadowy Dodge

    Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.   

    Horizon Walker Conclave


    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.   Horizon Walker Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.  

    Horizon Walker Spells

    Ranger Level Spell
    3rd protection from good and evil
    5th misty step
    9th haste
    13th banishment
    17th teleportation circle
     

    Detect Portal

    At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest.   See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.  

    Planar Warrior

    At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in that class, the extra damage increases to 2d8.  

    Distant Strike

    At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

    Spectral Defense

    At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.  

    Hunter Conclave


    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.  

    Hunter’s Prey

    At 3rd level, you gain one of the following features of your choice.   Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.   Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.   Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.  

    Defensive Tactics

    At 7th level, you gain one of the following features of your choice.   Escape the Horde. Opportunity attacks against you are made with disadvantage.   Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.   Steel Will. You have advantage on saving throws against being frightened.  

    Multiattack

    At 11th level, you gain one of the following features of your choice.   Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.   Whirlwind Attack. You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.  

    Superior Hunter’s Defense

    At 15th level, you gain one of the following features of your choice.   Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.   Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.   Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.  

    Monster Slayer Conclave

    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.  

    Monster Slayer Spells

    Ranger Level Spells
    3rd protection from evil and good
    5th zone of truth
    9th magic circle
    13th banishment
    17th hold 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 target's 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 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.

    Bestial Spirit

    Small beast, any
    Armor Class: 11 + the level of the spell (natural armor)
    Hit Points: 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
    Speed: 30 ft , fly: 60 ft , swim: 30 ft , climb: 30 ft

    STR

    18 +4

    DEX

    11 +0

    CON

    16 +3

    INT

    4 -3

    WIS

    14 +2

    CHA

    5 -3

    Senses: Darkvision 60ft, passive perception 12
    Languages: Understands the languages you speak

    Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
    Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
    Water Breathing (Water Only). The beast can breathe only underwater.

    Actions

    Multiattack. The beast makes a number of attacks equal to half this spell’s level (rounded down).
    Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 1d8 + 4 + the spell’s level piercing damage.
    Dodge. Done automatically if no verbal command is issued. Any attack roll made against the creature has disadvantage if it can see the attacker, and it makes Dexterity saving throws with advantage.

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 1 Spells

    Xanathar's Guide to Everything

    Absorb Elements

    1-level Abjuration

    Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    Range/Area: Self
    Components: S
    Duration: 1 round
    The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
    Available for: Artificer, Druid, Ranger, Sorcerer, Wizard

    SRD

    Hail of Thorns

    1-level Conjuration

    Casting Time: 1 bonus action
    Range/Area: self
    Components: V
    Duration: Concentration, up to 1 minute
    The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
    At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
    Available for: Ranger

    PHB

    Protection From Evil and Good

    1-level Abjuration

    Casting Time 1 Action
    Range Touch
    Duration Up to Ten Minutes
    Components holy water or powdered silver and iron, which the spell consumes

    Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.   The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

    Class(es): Cleric, Paladin, Warlock, Wizard, Fighter (Eldritch Knight), Fighter (Monster Hunter), Ranger (Horizon Walker), Ranger (Monster Slayer), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

    Level 2 Spells

    PHB p264

    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

    SRD

    Summon Beast

    2-level Conjuration

    Casting Time: 1 action
    Range/Area: 90 feet
    Components: VSM
    Materials: a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp
    Duration: Concentration, up to 1 hour
    You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.
    Available for: Druid, Ranger

    PHB

    Zone of Truth

    2-level Enchantment

    Casting Time 1 Action
    Range 60ft
    Duration 10 Minutes
    Components V, S

    You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.   An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

    Class(es): Bard, Cleric, Paladin, Sorcerer (Divine Soul), Ranger (Monster Slayer)

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