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April Blackmore

3 Level (0/2700 XP for level-up) Ruined Background Variant Human Race / Species / Heritage Lawful Good Alignment
Ranger
Level 3
Hit Dice: 3/3
1d10+3 Class 1

STR
16
+3
DEX
18
+4
CON
16
+3
INT
12
+1
WIS
18
+4
CHA
11
+0
27
Hit Points
+4
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30/60/-
Speed (walk/run/fly)
13 /
Gold
10 /
Rations (1 day)
20 / 20
Arrows
Spellcasting ...
+6 Attack mod
WIS Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+6 Dexterity
+3 Constitution
+1 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+4 Acrobatics DEX
+4 Animal Handling WIS
+1 Arcana INT
+5 Athletics STR
+0 Deception CHA
+3 History INT
+6 Insight WIS
+0 Intimidation CHA
+3 Investigation INT
skills
+4 Medicine WIS
+1 Nature INT
+8 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+6 Sleight of Hand DEX
+6 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortsword +6 DEX 1d6+4 piercing
 Finesse, light
Longbow +8 DEX 1d8+4 piercing
 Ammunition (range 150/600), heavy, two-handed
Attacks

Spell Book

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Speak with Animals 1 action Self 10 minutes VS
 Notes:You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.
Faerie Fire 1 action 60 feet Concentration, up to 1 minute V
 Notes:Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
Mage Hand 1 action 30 feet 1 minute VS
 Notes:A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magical items, or carry more than 10 pounds.
Absorb Elements 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Self 1 round 1d6 S
 Notes: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. 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.
Goodberry 1 action Touch Instantaneous 1 VSM (a sprig of mistletoe)
 Notes: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.
Hunter's Mark 1 bonus action 90 feet Concentration, up to 1 hour 1d6 V
 Notes: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.
CLASS (RANGER):
Favored Enemy.
You have advantage on Wisdom (Survival) checks to track your favored enemies (orcs and goblins), as well as on Intelligence checks to recall information about them.

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

Primal Awareness.
You can cast each of these spells (speak with animals) once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

SUBCLASS (SWARMKEEPER):
Gathered Swarm.
While you’re alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance.
Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:
-The attack's target takes 1d6 piercing damage from the swarm.
-The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
-You are moved by the swarm 5 feet horizontally in a direction of your choice.

Swarmkeeper Magic.
You learn the Mage Hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.
You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

FEATS:
Gunner.
-You ignore the loading property of firearms.
-Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

Skilled.
You gain proficiency in any combination of three skills or tools of your choice (history, investigation, tinker's tools).

Features & Traits
leather armor, two shortswords, an explorer's pack, a longbow, a quiver, 20 arrows, a cracked hourglass, a set of rusty manacles, a half-empty bottle, a hunting trap, a playing card set, a set of traveler’s clothes, a pouch, 13 gp, a rusted scrap of a once-beloved family heirloom

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: Common, Dwarvish, Elvish, Goblin, Infernal, Orc
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons, firearms
Tools: Tinker's tools, playing card set

Languages & Proficiencies
passive Perception 18, carrying capacity 240

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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