+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+2 | Strength | |
+6 | Dexterity | |
+2 | Constitution | |
+0 | Intelligence | |
+3 | Wisdom | |
+1 | Charisma |
+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 |
+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 |
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 |
Ranger Level | |
---|---|
3rd | speak with animals |
5th | beast sense |
9th | speak with plants |
13th | locate creature |
17th | commune with nature |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Transmutation
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.
PHB
0-level (Cantrip) Enchantment
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.
PHB
1-level Conjuration
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.
Saving Throw | Strength |
---|
PHB, page 251
1-level Divination
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.
1-level Abjuration
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.
PHB
1-level Divination (ritual)
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.
XGE, page 171
1-level Transmutation
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.
Statblocks for your Trinkets, businesses, building, castles, empires.