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Deryn

4 Level (0/6500 XP for level-up) Soldier Background Human Race / Species / Heritage Neutral Alignment
Ranger
Level 4
Hit Dice: 4/4
1d10+2 Class 1

STR
11
+0
DEX
18
+4
CON
14
+2
INT
11
+0
WIS
17
+3
CHA
12
+1
36
Hit Points
+4
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+6 Dexterity
+2 Constitution
+0 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+4 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+2 Athletics STR
+1 Deception CHA
+0 History INT
+3 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
skills
+3 Medicine WIS
+0 Nature INT
+5 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+0 Religion INT
+6 Sleight of Hand DEX
+8 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longbow +8 DEX 1d8+4 piercing
 1d8 piercing - ammunition (150/600 ft.), heavy, two-handed
Longsword (1-handed) +6 DEX 1d8+4 slashing
 1d8 slashing - versatile (1d10), finesse
Longsword (2-handed) +6 DEX 1d10+4 slashing
 1d8 slashing - versatile (1d10), finesse
Dagger +6 DEX 1d4+4 piercing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Control Flames 1 action 60 feet Instantaneous or 1 hour S
Friends 1 action Self Concentration, up to 1 minute S, M

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Entangle 1 action 90 feet Concentration, up to 1 minute V,S
Hunter's Mark 1 bonus action 90 feet Concentration, up to 1 hour 1d6 V
Shield 1 reaction Self 1 round V, S
Speak with Animals 1 action Self 10 minutes V,S
Zephyr Strike 1 bonus action Self Concentration, up to 1 minute 1d8 V
Background:

Military Rank:
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.


Feats:

Magic Initiate:
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Wizard:
Cantrips: Control Flame, Friends
!st Level: Shield


Quen=Shield (MI Igni=Control Flame (MI Axii=Friends (MI Aard=Gust of Wind (Ranger Yrden=Magic Circle (MH)


ASI (Level 4):
  • +1 Dex
  • +1 Wis


  • Class Features:

    Ranger

    Favored Foe:
    When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
    The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

    You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

    Deft Explorer:
    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 below when you reach 6th level and 10th level in this class.
    Canny:
  • Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
  • You can also speak, read, and write two additional languages of your choice.

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

  • Primal Awareness:

    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
    3rd speak with animals
    5th beast sense
    9th speak with plants
    13th locate creature
    17th commune with nature

    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.



    Subclass Features:

    Monster Hunter

    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.
    Monster Slayer SpellsRanger Level Spells
    3rd protection from evil and good
    5th zone of truth
    9th magic circle
    13th banishment
    17th hold monster

    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.

    Features & Traits
    Studded Leather Armor
    Longbow
    Longsword
    Dagger x2
    Quiver
    Arrows x20

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 58, Platinum: 0 Money
    Common, Dwarf, Goblin, Infernal

    Languages & Proficiencies
    I enjoy being strong and like breaking things.
    I'm haunted by memories of war. I can't get the images of violence out of my mind.

    Personality Traits
    Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)

    Ideals
    I'll never forget the crushing defeat my company suffered or the enemies who dealt it.

    Bonds
    I have little respect for anyone who is not a proven warrior.

    Flaws
    Lost 2 arrows

    Notes


    ™ & © 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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    Level 0 Spells

    Control Flames

    0-level (Cantrip) Transmutation

    Casting Time 1 action
    Range 60 ft.
    Duration Instantanious or 1 hour
    Components S

    You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.   • You instantaneously extinguish the flames within the cube.   • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.   • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.   If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Druid, Sorcerer, Wizard

    PHB

    Friends

    0-level (Cantrip) Enchantment

    Casting Time 1 Action
    Range Self
    Duration Concentration, Concentration, up to 1 minute
    Components S M
    Materials (a small amount of makeup applied to the face as this spell is cast)

    For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When this spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

    Class(es): Bard, Sorcerer, Warlock, Wizard

    Level 1 Spells

    PHB

    Entangle

    1-level Conjuration

    Casting Time 1 Action
    Range 90 feet
    Duration Concentration, Concentration, up to 1 minute
    Components V S

    Grasping weeds and vines sprout from the ground in 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.

    Class(es): Druid

    Saving ThrowStrength

    PHB, page 251

    Hunter's Mark

    1-level Divination

    Casting Time 1 Bonus Action
    Range 90 ft
    Duration Concentration, 1 Hour
    Components V

    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.

    Class(es): Ranger

    Shield

    1-level Abjuration

    Casting Time 1 reaction
    Range Self
    Duration 1 round
    Components V, S

    An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

    Class(es): Sorcerer, Wizard

    PHB

    Speak with Animals

    1-level Divination (ritual)

    Casting Time 1 Action
    Range Self
    Duration 10 minutes
    Components V S

    You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

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

    XGE, page 171

    Zephyr Strike

    1-level Transmutation

    Casting Time 1 Bonus Action
    Range Self
    Duration Concentration, 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

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