+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+4 | Strength | |
+6 | Dexterity | |
+1 | Constitution | |
-1 | Intelligence | |
+3 | Wisdom | |
+0 | Charisma |
+9 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
-1 | Arcana | INT | |
+4 | Athletics | STR | |
+0 | Deception | CHA | |
-1 | History | INT | |
+9 | Insight | WIS | |
+0 | Intimidation | CHA | |
-1 | Investigation | INT |
+3 | Medicine | WIS | |
-1 | Nature | INT | |
+9 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
-1 | Religion | INT | |
+6 | Sleight of Hand | DEX | |
+9 | Stealth | DEX | |
+9 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Vampiric Tulwar | +6 | DEX | 1d6+1d4+3 | slashing and necrotic/cold | |
finesse | |||||
+1 Tulwar | +6 | DEX | 1d6+3 | slashing | |
finesse | |||||
+1 Envoy Baton (Weapon of Warning) | +6 | DEX | 1d4+3 | bludgeoning | |
finesse | |||||
Dagger of Warning | +6 | DEX | 1d4+3 | piercing or slashing | |
finesse, light, thrown (20/60) | |||||
+1 Trebizond Bow | +6 | DEX | 1d6+3 | piercing | |
range (80/320), ammunition, two-handed |
The statblocks of your Weapons, armor and other important/magical equipment
Aeturna
Weapon finesse, light Rare -- Requires Attunement
Vampiric Blade: Melee Weapon, Generic Variant, Rare (requires attunement) This bladed weapon was wrought and forged in the ever-burning forge fires of Al-Qadim. Its blade is composed of folded Damascus steel - a shimmering spidery web of gleaming edges and non-reflective metal, like deep shadow. The weapon was forged for the elite warriors who strike from the shadows and cut through men like wind through fields of barley. If the blade is exposed to direct sunlight for 1 hour, the blade becomes a dull gray and the weapon loses its magical properties. While attuned to this item, you have a +2 to saving throws against poison and disease. Attuning to this weapon does not infect the user with Vampirism. When you hit a living creature with this weapon, the target suffers 1d4 necrotic damage in addition to the weapon’s base damage. The target’s hit point maximum is reduced by an amount equal to the total damage taken. The wielder regains hit points equal to the amount of necrotic damage dealt. When a creature is attacked this way, the blood that coats the blade seeps into the metal like water onto hot stone. Against undead, upon a hit, the target suffers 1d4 cold damage in addition to the weapon’s base damage and the weapon is charged with an extra 1d4 necrotic or cold damage (depending on the target), which is then released upon the next melee attack. While the blade is charged, the metal appears to be stained a sickly green color. Sheathing or cleaning the weapon discharges it. The sword can only store one charge of this necrotic or cold energy at a time, and the wielder cannot gain any hit points from the blade while it is stored. Curse: Bloodthirsty: This weapon is cursed and becoming attuned to the item extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. While attuned to the weapon, you have a strong desire to cut living creatures with the blade and drain their life-force. If you go a full day without consuming raw meat, blood, or draining hit points from a living creature, you must make a DC 10 + (the number of days without “feeding”) Constitution saving throw. On a success, you suffer no ill effects. On a failed save, you suffer one level of exhaustion which can only be removed through consuming raw meat, blood, or draining hit points from a living creature. This weapon variant can be applied to the following weapons:
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d6 / 1d4 | Slashing |
Weight: 2 lbs
Tool This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than non-magical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. Uncommon
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple Melee | 1d4+5 | None | 5ft | This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than non-magical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. |
Weight: 1lb
Dungeon Master's Guide 5th Edition
Wondrous Item
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
Uncommon (this item requires attunement)
The statblocks of your 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, humanoids, monstrosities, or undead. 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. 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.
• Close Quarters Shooter (UA)
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
• 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.
• Mariner (UA)
As long as you not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
• Tunnel Fighter (UA)
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
• 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), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.
If there are multiple groups of your favored enemies within range, you learn this information for each group.
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.
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 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.
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 Spell slots per spell level
Level | Spells known | 1st | 2nd | 3rd | 4th | 5th |
2nd | 2 | 2 | - | - | - | - |
3rd | 3 | 3 | - | - | - | - |
4th | 3 | 3 | - | - | - | - |
5th | 4 | 4 | 2 | - | - | - |
6th | 4 | 4 | 2 | - | - | - |
7th | 5 | 4 | 3 | - | - | - |
8th | 5 | 4 | 3 | - | - | - |
9th | 6 | 4 | 3 | 2 | - | - |
10th | 6 | 4 | 3 | 2 | - | - |
11th | 7 | 4 | 3 | 3 | - | - |
12th | 7 | 4 | 3 | 3 | - | - |
13th | 8 | 4 | 3 | 3 | 1 | - |
14th | 8 | 4 | 3 | 3 | 1 | - |
15th | 9 | 4 | 3 | 3 | 2 | - |
16th | 9 | 4 | 3 | 3 | 2 | - |
17th | 10 | 4 | 3 | 3 | 3 | 1 |
18th | 10 | 4 | 3 | 3 | 3 | 1 |
19th | 11 | 4 | 3 | 3 | 3 | 2 |
20th | 11 | 4 | 3 | 3 | 3 | 2 |
Gloom Stalker Conclave 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 | Spells |
3rd | Disguise Self |
5th | Rope Trick |
9th | Fear |
13th | Greater Invisibility |
17th | Seeming |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.