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Windsong (Ranger)

6 Level (0/23000 XP for level-up) Witherbloom Student Background Kenku Race / Species / Heritage Neutral Good Alignment
Ranger
Level 6
Hit Dice: 6/6
1d10+0 Class 1

STR
8
-1
DEX
18
+4
CON
10
+0
INT
12
+1
WIS
18
+4
CHA
10
+0
40
Hit Points
+8
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
35 (Walk/Climb/Swim)
Speed (walk/run/fly)
17
Passive Perception
3 / 3
Kenku Recall
Spellcasting ...
+7 Attack mod
WIS Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+7 Dexterity
+0 Constitution
+1 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+7 Acrobatics DEX
+7 Animal Handling WIS
+4 Arcana INT
-1 Athletics STR
+0 Deception CHA
+1 History INT
+7 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
skills
+4 Medicine WIS
+4 Nature INT
+10 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+4 Religion INT
+4 Sleight of Hand DEX
+7 Stealth DEX
+10 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longbow +9 DEX 1d8+4
Hunting Knife +7 DEX 1d4+4
 Finesse, Light, Thrown (range 20/60)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Druidcraft
Spare The Dying

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Hunter's Mark
Detect Magic
Speak With Animals
Disguise Self
Cure Wounds

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Enhance Ability
Locate Object
Beast Sense
Rope Trick
Feats:

L1: Point-blank Shooter
L1 (bonus) Strixhaven Initiate (Witherbloom)
L3: Skill Expert
L5: Lucky

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Sylvan
Druidic (?)
Kudor Dialect
Elvish

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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Ranger Windsong Notes

Spells known: 4 (either 3x1st and 1x2nd or 2x1st and 2x2nd)
1st: Hunter's Mark, Detect Magic
2nd: Darkvision, Locate Object
Bonus:
Cantrip:
Druidcraft (Feat)
Spare the Dying (Feat)
1st:
Speak with Animals (Class)
Disguise Self (Conclave)
Cure Wounds (Feat)
2nd:
Beast Sense (Class)
Rope Trick (Conclave)
 
Spell Slots: 1st: 4, 2nd: 2
 
Proficiencies:
Nature, Survival (Background)
Animal Handling, Insight, Perception (Class)
Athletics, Stealth (Race)
Religion (Int)
 
Favored Enemies: Beasts, Humanoids (Humans (Kudor Fancyspeak), Elves (Elvish))
 

Favored Enemy


Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
 
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
 
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 that is spoken by your favored enemies, if they speak one at all.
 
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.
 

Deft Explorer (Optional)


This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
 
You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.
Canny (1st Level)
 
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.
 
You can also speak, read, and write 2 additional languages of your choice.
Roving (6th Level)
 
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
 

Fighting Style:


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

Primal Awareness (Optional)


This 3rd-level feature replaces the Primeval Awareness feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
 
You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.
Primal Awareness Spells
Ranger Level Spell
3rd Speak with Animals
5th Beast Sense
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.
 

Extra Attack


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

Ranger Conclave (Gloom Stalker)


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 7th, 11th, and 15th level.
 
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
 
Dread Ambusher
At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
 
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Umbral Sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases 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 darkvision to see you in that darkness.
 
 
BACKGROUND: Witherbloom Student
Skill Proficiencies: Nature, Survival
Tool Proficiencies: Herbalism kit
 
Languages: One of your choice
 
Equipment: A bottle of black ink, an ink pen, a book about plant identification, an iron pot, an herbalism kit, a school uniform, and a pouch containing 15 gp
 
Feature: Witherbloom Initiate[–]
 
You gain the Strixhaven Initiate feat and must choose Witherbloom within it.
 
In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Witherbloom Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Witherbloom SpellsSpell Level Spells
1st Cure Wounds, Inflict Wounds
2nd Lesser Restoration, Wither and Bloom

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MPMM

Kenku

ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
age: Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.
Size: Medium
speed: 30 feet
Languages: Two languages of your choice
race features:
Size. Your size is Medium or Small. You choose the size when you select this race.
Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate.
Kenku Recall. Thanks to your supernaturally good memory, you have proficiency in two skills of your choice. Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.

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