Siliqui | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Siliqui

Ranger 2 Class & Level
Sage Background
Wood Elf Race
Chaotic Neutral Alignment

Strength 14
+2
Dexterity 16
+3
constitution 10
+0
intelligence 10
+0
wisdom 11
+0
charisma 10
+0
Total Hit Dice 2
Hit Die
1d8+0
+2 proficiency bonus
+2 Strength
+3 Dexterity
+0 Constitution
+0 Intelligence
+11 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+2 Animal Handling
+2 Arcana
+2 Athletics
+0 Deception
+2 History
+0 Insight
+0 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+2 Perception
+0 Performance
+0 Persuasion
+0 Religion
+3 Sleight of Hands
+5 Stealth
+2 Survival
skills

 
14
Armor Class
16
Hit Points
+3
Initiative
35
Speed
Javelinroll:1d20+7roll:1d6+3
Longbowroll:1d20+7roll:1d8+3
Spearroll:1d20+4roll:1d6+2
Attacks
Animal Handling
Arcana
History
Perception
Stealth
Survival
Proficiences
Cure Wounds
Hail of THorns
Spellcasting
Arrows x20
Backpack
Bedroll
Crystal
Fishing Tackle
Javelin
Leather Armor
Longbow
Mess Kit
Rations x15
Rope, Hempen (50 feet)
Spear
Tent
Tinderbox
Torch x10
Totem
Waterskin
Equipment
There's nothing i like more than a good mystery
Personality Traits
No limits. nothing should fetter the infinite possibility inherent in all existence
Ideals
I've been searching my whole life for the answer to a certain question.
Bonds
I can't keep a secret to save my life, or anyone else's
Flaws
Copper skin, Blonde hair, Hazel eyes
Features & Traits

Heroes Enabled

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

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

The statblocks of your class features

Ranger


Hit Points

Hit Dice: d10 per Ranger level
Hit Points at first Level: 10 + Con modifier
Hit Points at Higher Levels: 1d10 + Con modifier

Proficiences

Armor: Light armor, Medium armor, Shields
Weapons: Simple, Martial
Tools:
Saving Throws: Str, Dex
Skills: Choose Three: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival

Overview & Creation

PHB, Pgs. 90-93


Class Features

Favored Enemy

Choose from the following: Aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, undead, or two humaniod races. You receive advantage on Survival (Wis) checks to track your enemy of choice and as well on recalling information (Int). You also may learn a language they speak.   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

Choose from the following: Arctic, coast, desert, forest, grassland, mountain, or swamp. Int and Wis checks in your chosen terrain has a doubled proficiency when using proficient skills. The group recieves the following when traveling for over an hour in your chosen terrain:
  • Difficult terrain does not slow travel
  • You cannot get lost unless by magical means
  • You remain alert while traveling
  • If alone, you can remained stealthed at a normal pace
  • You find twice as much food when foraging
  • When tracking, you learn number, size, and time passed
You choose additional favored terrain types at 6th and 10th level.

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.

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.

Ranger Archetype

At 3rd level, you choose an archetype that you strive to emulate. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

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.

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.

Land's Stride

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.   In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

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


Starting Equipment

  • Scale mail or leather armor
  • Two Shortswords or two simple melee weapons
  • A Dungeoneer's pack or an Explorer's pack
  • A Longbow and a quiver of 20 Arrows

 


Subclass Options

Ranger Archetypes

The ideal of the ranger has two classic expressions: the Hunter and the Beast Master.

Hunter

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 ores 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 ld8 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 a melee attack 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 the 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.


LevelProficiency BonusFeaturesSpells Known1st Slots2nd Slots3rd Slots4th Slots5th Slots
1st+2Favored Enemy, Natural Explorer
2nd+2Fighting Style, Spellcasting22
3rd+2Ranger Archetype, Primeval Awareness33
4th+2Ability Score Improvement33
5th+3Extra Attack442
6th+3Favored Enemy and Natural Explorer improvements442
7th+3Ranger Archetype feature543
8th+3Ability Score Improvement, Land’s Stride543
9th+46432
10th+4Natural Explorer improvement, Hide in Plain Sight6432
11th+4Ranger Archetype feature7433
12th+4Ability Score Improvement7433
13th+584331
14th+5Favored Enemy improvement, Vanish84331
15th+5Ranger Archetype feature94332
16th+5Ability Score Improvement94332
17th+61043331
18th+6Feral Senses1043331
19th+6Ability Score Improvement1143332
20th+6Foe Slayer1143332

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Wood Elf

Ability Score Increase +1 Wis, +2 Dex
Size Medium
Speed 35 ft

As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerûn, wood elves (also called wild elves, green elves, or forest elves) are reclusive and distrusting of non-elves.   Wood elves’ skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.   Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.   Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.   Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.   Speed. Your base walking speed is 30 feet.   Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.   Keen Senses. You have proficiency in the Perception skill.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.   Elf Weapon Training You have proficiency with the longsword, shortsword, shortbow, and longbow.   Fleet of Foot Your base walking speed increases to 35 feet.   Mask of the Wild You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

SRD

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. 2nd level 2d8 , 3rd level 3d8 , 4th level 4d8 , 5th level 5d8 , 6th level 6d8 , 7th level 7d8 , 8th level 8d8 , 9th level 9d8 .

Class(es): Bard, Cleric, Druid, Paladin, Ranger

Hail of Thorns

1-level Conjuration

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

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).

Class(es): Ranger

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


Created by

stacegar2000.

Statblock Type

Character Sheet (Legacy)

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