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Folly

Gloom Stalker Ranger 9 Class & Level
Sage (Biologist) Background
Centaur Race
Chaotic Good Alignment

Strength 16
+3
Dexterity 12
+1
constitution 14
+2
intelligence 10
+0
wisdom 16
+3
charisma 8
-1
Total Hit Dice 6
Hit Die
1d10+2
+3 proficiency bonus
+5 Strength
+3 Dexterity
+2 Constitution
+0 Intelligence
+2 Wisdom
-1 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+0 History
+0 Insight
+0 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+0 Perception
+0 Performance
+0 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 
17
Armor Class
76
Hit Points
+3
Initiative
50
Speed
Attacks
Light Armor, Medium Armor
Simple Weapons, Martial Weapons
Common, Sylvian, Primordial, Draconic, Abyssal
Proficiences

Heroes Enabled

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

+1 Longsword

Weapon You have a +1 bonus to attack and damage rolls made with this magic weapon. Uncommon

Type Damage Damage Range Properties
Martial Melee 1d8+STR / 1d10+STR Slashing You have a +1 bonus to attack and damage rolls made with this magic weapon.

Cost: 50gp Weight: 3lbs


 

Giant Slayer Longsword

Weapon Rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon.   When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed oa DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.

Type Damage Damage Range Properties
Martial Melee 1d8+1 Slashing


 

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 ranger 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

LevelProf. BonusFeaturesSpells Known1st2nd3rd4th5th
1st+2Favored Enemy, Natural Explorer
2nd+2Fighting Style, Spellcasting22
3rd+2Ranger Conclave, Primeval Awareness33
4th+2Ability Score Improvement33
5th+3Ranger Conclave Feature, Extra Attack442
6th+3Greater Favored Enemy, Additional Favored Terrain442
7th+3Ranger Conclave feature543
8th+3Ability Score Improvement, Fleet of Foot543
9th+46432
10th+4Hide in Plain Sight6432
11th+4Ranger Conclave Feature, Additional Favored Terrain7433
12th+4Ability Score Improvement7433
13th+584331
14th+5Vanish84331
15th+5Ranger Conclave feature94332
16th+5Ability Score Improvement94332
17th+61043331
18th+6Feral Senses1043331
19th+6Ability Score Improvement1143332
20th+6Foe Slayer1143332


Class Features

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, monstrosities, or undead. You may instead select two races of humanoid, such as Orcs and Goblins. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on 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, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.  

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. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or underground. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.   You gain the following benefits when traveling for an hour or more while in your favored terrain:
  • Difficult terrain doesn’t slow your group’s travel.
  • 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.
You choose additional favored terrain types at 6th and 10th leveI.  

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, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you. You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes.   Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), for 1 minute you can sense whether the following types of creatures are present within 3 miles of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' exact location or number, but does give you a general sense of direction and quantity. If there are multiple groups within range, you learn this information for each group.  

Ranger Conclave

At 3rd level, you choose to emulate the ideals and training of a ranger conclave: Your choice grants you features at 3rd level and again at 5th, 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.  

Greater Favored Enemy

At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.  

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 remain perfectly still for long periods of time to set up ambushes. When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.  

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 non-magical 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. You may select either (a) or (b):

  • (a) scale mail or (b) leather armor
  • (a) two short swords 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. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list. 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

The Beast Conclave

Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.  

Animal Companion

At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.   With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion.   You normally select your companion from among the following animals:
  • an ape
  • a black bear
  • a boar
  • a giant badger
  • a giant weasel
  • a mule
  • a panther
  • a wolf
  However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area. With permission, you can choose any animal companion you want.   As a rule of thumb, a beast can serve as an animal companion if it is Medium or smaller, has 15 or fewer hit points, and cannot deal more than 8 damage with a single attack. In general, that applies to creatures with a challenge rating of 1/4 or less, but there are exceptions.   At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time.   If your animal companion is ever slain, the magical bond you share allows you to return it to life.   With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it.   You can return an animal companion to life in this manner even if you do not possess any part of its body.   If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.  

Companion’s Bond

Your animal companion gains a variety of benefits while it is linked to you.   The animal companion loses its Multiattack action, if it has one.   The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.   When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.   Your animal companion has abilities and game statistics determined in part by your level.   Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.   Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.   For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.   Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.   Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”   Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.
d6Trait
1I’m dauntless in the face of adversity.
2Threaten my friends, threaten me.
3I stay on alert so others can rest.
4People see an animal and underestimate me. I use that to my advantage.
5I have a knack for showing up in the nick of time.
6I put my friends’ needs before my own in all things.
 
d6Trait
1If there’s food left unattended, I’ll eat it.
2I growl at strangers, and all people except my ranger are strangers to me.
3Any time is a good time for a belly rub.
4I’m deathly afraid of water.
5My idea of hello is a flurry of licks to the face.
6I jump on creatures to tell them how much I love them.
 

Coordinated Attack

Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.  

Extra Attack

Beast Master Conclave DOES NOT get an extra attack.  

Beast’s Defense

At 7th level, while your companion can see you, it has advantage on all saving throws.  

Storm of Claws and Fangs

At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.  

Superior Beast’s Defense

At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.  

The Hunter Conclave

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.  

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.
 

Extra Attack

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

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.
 

The Gloom Stalker Conclave

Most folk descend into the depths of the Underdark only under the most pressing conditions, undertaking some desperate quest or following the promise of vast riches. All too often, evil festers beneath the earth unnoticed, and rangers of the Gloom Stalker Conclave strive to uncover and defeat such threats before they can reach the surface.  

Dread Ambusher

At 3rd level, you master the art of the ambush. You can add your wisdom modifier to your initiative rolls. At the start of your first turn of each combat, you gain a +10 bonus to your walking speed, and if you use the Attack action, you can make one additional attack. If this attack hits, it deals 1d8 extra damage.  

Umbral Sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision, you increase its range 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 its darkvision to see you in that darkness. You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. Once you gain a Gloom Stalker spell, it counts as a ranger spell for you but doesn’t count against the number of ranger spells you know.  

Gloom Stalker Spells

Ranger LevelSpells
3rdDisguise Self
5thRope Trick
9thGlyph of Warding
13thGreater Invisibility
17thSeeming
 

Extra Attack

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

Iron Mind

At 7th level, you gain proficiency in Wisdom saving throws. If you already have proficiency in this save, you instead gain proficiency in Intelligence or Charisma saving throws.  

Stalker’s Flurry

Starting at 11th level, once on each of your turns when you miss with an attack, you can make another attack as part of the same action.  

Shadowy Dodge

At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature’s attack roll against you. You must use this feature before you know the outcome of the attack roll.  

The 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.  

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 this class, the extra damage increases to 2d8.  

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.  
Ranger LevelSpells
3rdProtection from evil and good
5thMisty Step
9thHaste
13thBanishment
17thTeleportation Circle
 

Ethereal Step

At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot,but the spell ends at the end of the current turn.Once you use this feature, you can’t use it again until you finish a short or long rest.  

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.  

The 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.  
Ranger LevelSpells
3rdProtection From Evil and Good
5thZone of Truth
9thMagic Circle
13thBanishment
17thHold 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 targets 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’s 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.

The Gloom Stalker Conclave


Hit Points

Hit Dice: d10 per The Gloom Stalker Conclave level
Hit Points at first Level: See Ranger
Hit Points at Higher Levels: See Ranger

Proficiences

Armor: See Ranger
Weapons: See Ranger
Tools: See Ranger
Saving Throws: See Ranger
Skills: See Ranger

Subclass Options

Most folk descend into the depths of the Underdark only under the most pressing conditions, undertaking some desperate quest or following the promise of vast riches. All too often, evil festers beneath the earth unnoticed, and rangers of the Gloom Stalker Conclave strive to uncover and defeat such threats before they can reach the surface.  

Dread Ambusher

At 3rd level, you master the art of the ambush. You can add your wisdom modifier to your initiative rolls. At the start of your first turn of each combat, you gain a +10 bonus to your walking speed, and if you use the Attack action, you can make one additional attack. If this attack hits, it deals 1d8 extra damage.  

Umbral Sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision, you increase its range 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 its darkvision to see you in that darkness. You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. Once you gain a Gloom Stalker spell, it counts as a ranger spell for you but doesn’t count against the number of ranger spells you know.  

Gloom Stalker Spells

Ranger LevelSpells
3rdDisguise Self
5thRope Trick
9thGlyph of Warding
13thGreater Invisibility
17thSeeming
 

Extra Attack

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

Iron Mind

At 7th level, you gain proficiency in Wisdom saving throws. If you already have proficiency in this save, you instead gain proficiency in Intelligence or Charisma saving throws.  

Stalker’s Flurry

Starting at 11th level, once on each of your turns when you miss with an attack, you can make another attack as part of the same action.  

Shadowy Dodge

At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature’s attack roll against you. You must use this feature before you know the outcome of the attack roll.
 

Dual Wielder

You master fighting with two weapons, gaining the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Centaur

Ability Score Increase +2 Str, +1 Wis
Size Medium
Speed 40

  • Fey: your creature type is fey instead of humanoid.
  • Charge: If you move at least 30ft straight toward a target and then hit it with a melee weapon attack on the same turn, you may immediately follow that attack with a bonus action, making one attack against the target with your hooves
  • Hooves: Your hooves are natural melee weapons which you can use to make unarmed strikes. If you hit with the, you deal bludgeoning damage equal to 1d4 + Str modifier.
  • Equine Build: You count as one size larger when determinf your carry capacity and the weight you can push or drag. In addition any climb that requires hands and feet costs you x4 the movement
  • Survivor: You have proficiency in one of the following skills of your choice; Animal Handling, Medicine, Nature, or Survival.

Languages. Common and Sylvan

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

Absorb Elements

1-level Abjuration

Casting Time 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range Self
Duration 1 Round
Components S

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.

Class(es): Artificer, Druid, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Zephyr Strike

1-level Transmutation

Casting Time 1 Bonus Action
Range Self
Duration Concentration, up to 1 Minute
Components V

You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.   Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Class(es): Ranger, Paladin (Oath of the Ancients)

Disguise Self

1-level Illusion

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S

You make yourself — including your clothing, armor, weapons, and other belongings on your person — look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.   To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Class(es): Artificer, Bard, Sorcerer, Wizard, Cleric (AmbCleric (Trickery Domain), Fighter (Eldritch Knight), Ranger (Gloom Stalker), Rogue (Arcane Trickster)

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

Cure Wounds

1-level Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S

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.

Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

Level 2 Spells

SRD

Pass without Trace

2-level Abjuration

Casting Time 1 action
Range Self
Duration Concentration, Concentration, up to an hour
Components V, S, M
Materials Ashes from a burned leaf of mistletoe and a sprig of spruce

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.

Class(es): Druid, Ranger

Rope Trick

2-level Transmutation

Casting Time 1 Action
Range Touch
Duration 1 Hour
Components V, S, M
Materials powdered corn extract and a twisted loop of parchment

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.   The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.   Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.   Anything inside the extradimensional space drops out when the spell ends.

Class(es): Artificer, Wizard, Fighter (Eldritch Knight), Ranger (Gloom Stalker), Rogue (Arcane Trickster)

Level 3 Spells

Glyph of Warding

3-level Abjuration

Casting Time 1 hour
Range Touch
Duration Until dispelled or triggered
Components V, S, M
Materials Incense and powdered diamond worth at least 200 gp, which the spell consumes

When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph.   If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.   The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.   You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.   You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.   When you inscribe the glyph, choose explosive runes or a spell glyph.   Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.   Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

Class(es): Bard, Cleric, Wizard

Water Breathing

3-level Transmutation (ritual)

Casting Time 1 Action
Range 30 ft.
Duration 24 hours
Components V, S, M
Materials A short reed or piece of straw

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Class(es): Druid, Ranger, Sorcerer, Wizard

Wind Wall

3-level Evocation

Casting Time 1 Action
Range 120 ft.
Duration Concentration, 1 Minute
Components V, S, M
Materials A tiny fan and a feather of exotic origin

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.   When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.   The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.  
 

Class(es): Druid, Ranger

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

Cloak of Billowing

Wondrous Item The cloak of billowing had the ability to swell and wave dramatically as if under an ominous wind, requiring very little effort from its wearer. Common

Cost: 25gp


 

Peterman’s Hat of Desiccation

Wondrous Item The wearer of this hat and his possessions will remain completely dry as long as the hat itself is never completely submerged. Anyone who is wet will become instantly dry upon wearing it. It also instantly and completely evaporates any liquid possessions of the wearer. Uncommon

Cost: 100gp


 

Spring Heel Boots

Adventuring Gear Common

These brown walking boots contain a minor secret. Within each heel is a compressed spring that is linked to the users heel.   As a bonus action, the user can double their High Jump Distance.   Once the springs have been sprung, the user's walk speed is halved until the springs are re-compressed.   The user can re-compress the springs as a bonus action.

Cost: 50gp Weight: 3lbs


 

Alluring Veil

Wondrous Item Rare

This gossamer veil conceals your features and augments your glamour.   While wearing the veil to cover your face, you can change your general facial and body characteristics to that of another humanoid race of the same size as the user. The appearance of your clothing and equipment change to the look that the user desires. This illusion does not alter the texture or sound of your equipment, so a creature listening to the user or touching the user might be able to detect the illusion.     While the user has the veil down, the user gains advantage on checks to convince another of the appearance given.

Cost: 700gp


 

Immovable Rod

Rod Uncommon

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.


 

Created by

Unorthodox Kerbal.

Statblock Type

Character Sheet (Legacy)

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