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Rayna

Ranger 3 Class & Level
Outlander Background
Tiefling Race
CG Alignment

Strength 15
+2
Dexterity 16
+3
constitution 15
+2
intelligence 15
+2
wisdom 14
+2
charisma 15
+2
Total Hit Dice 20
Hit Die
1d10+2
+0 proficiency bonus
+0 Strength
+0 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+4 Animal Handling
+2 Arcana
+4 Athletics
+4 Deception
+2 History
+2 Insight
+2 Intimidation
+2 Investigation
+2 Medicine
+2 Nature
+4 Perception
+2 Performance
+4 Persuasion
+2 Religion
+3 Sleight of Hands
+5 Stealth
+4 Survival
skills Animal Handling Athletics Deception Perception Persuasion Stealth Survival proficiencies

 
14
Armor Class
28
Hit Points
+3
Initiative
30
Speed
Attacks
Armor: Light armor, Medium armor, Shields
Weapons: Simple, Martial
Tools:
Saving Throws: Str, Dex
Proficiences

Heroes Enabled

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

DnD 5e SRD SRD

Longbow

Ranged Weapon Ammunition, Heavy, Two-Handed Common

Type Damage Damage Range Properties
Martial 1d8 Piercing 150/600 ft Ammunition, Heavy, Two-Handed

Cost: 50 gp Weight: 2 lb


 

DnD 5e SRD SRD

Shortsword

Melee Weapon Finesse, Light Common

Type Damage Damage Range Properties
Martial 1d6 Piercing Finesse, Light

Cost: 10 gp Weight: 2 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.

SRD

Hyena

Medium beast, unaligned
Armor Class 11
Hit Points 5 1d8+1
Speed 50ft

STR
11 0
DEX
13 +1
CON
12 +1
INT
2 -4
WIS
12 +1
CHA
5 -3

Skills Perception +3
Senses passive Perception 13
Challenge 0 (10 XP)


Pack Tactics. The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't incapacitated.


Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 1d6 piercing damage.


 
SRD

Hyena

Medium beast, unaligned
Armor Class 11
Hit Points 5 1d8+1
Speed 50ft

STR
11 0
DEX
13 +1
CON
12 +1
INT
2 -4
WIS
12 +1
CHA
5 -3

Skills Perception +3
Senses passive Perception 13
Challenge 0 (10 XP)


Pack Tactics. The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't incapacitated.


Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 1d6 piercing damage.


 
SRD

Riding Horse

Large beast, unaligned
Armor Class 10
Hit Points 13 2d10+2
Speed 60ft

STR
16 +3
DEX
10 0
CON
12 +1
INT
2 -4
WIS
11 0
CHA
7 -2

Senses passive Perception 10
Challenge 1/4 (50 XP)


Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 2d4+3 piercing damage.


 

Hawk

Tiny beast, unaligned
Armor Class 13
Hit Points 1 1d4-1
Speed 10ft Fly: 60ft

STR
5 -3
DEX
16 +3
CON
8 -1
INT
2 -4
WIS
14 +2
CHA
6 -2

Skills Perception +4
Senses Passive Perception 14
Languages
Challenge 0 (10 XP)


Keen Sight The hawk has advantage on Wisdom (Perception) checks that rely on sight.


Actions

Talons Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 1 slashing damage.


 

Meowl

Tiny monstrosity, unaligned
Armor Class 12
Hit Points 3hp (2d4-1) 2d4-1
Speed 15ft Fly: 50ft Climb: 10ft

STR
3 -4
DEX
14 +2
CON
8 -1
INT
3 -4
WIS
12 +1
CHA
8 -1

Skills Perception +3, Stealth +3
Senses Darkvision 120ft, Passive Perception 13
Languages None


Flyby. The meowl doesn't provoke opportunity attacks when it flies out of an enemy's reach.   Keen Perception. The Meowl has advantage on Wisdom (Perception) checks.


Actions

Talonz. Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: (1d4) 1d4 slashing damage.


 

Another experiment of the Transmutation expert Lorwyn Gorwick. A mixture of Cat and Owl.

This creature is found around Havenport.

Statblocks for race/species of the character.

Changeling

Ability Score Increase Your Charisma score increases by 2, and one other ability score of your choice increases by 1
Size Medium
Speed 30ft

Shapechanger: As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.   You stay in the new form until you use an action to revert to your true form or until you die.   Changeling Instincts: You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, or Persuasion.

Languages. You can speak, read, and write Common and two other languages of your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

XGtE P. 150 / EE: P. 15 / PotA: P. 233

Beast Bond

1-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a bit of fur wrapped in a cloth
Duration: Concentration, Concentration, up to 10 minutes
You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
Available for: Druid, Ranger

PHB: P. 230

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1*D8 + 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 1*D8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

PHB: P. 251

Hunters Mark

1-level Divination

Casting Time: 1 bonus action
Range/Area: 90 feet
Components: V
Duration: Concentration, Concentration, up to 1 hour
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.
At higher levels: 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.
Available for: Ranger

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


Created by

Husku_.

Statblock Type

Character Sheet (Legacy)

Link/Embed