Mirror Sterling | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Mirror Sterling

Ranger 5 Class & Level
Sheriff (Soldier) Background
Tabaxi Race
Chaotic Good Alignment

Strength 8
-1
Dexterity 15
+2
constitution 13
+1
intelligence 13
+1
wisdom 15
+2
charisma 15
+2
Total Hit Dice 5
Hit Die
1d10+1
+3 proficiency bonus
+2 Strength
+5 Dexterity
+1 Constitution
+1 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+2 Acrobatics
+2 Animal Handling
+1 Arcana
+2 Athletics
+2 Deception
+1 History
+5 Insight
+5 Intimidation
+4 Investigation
+2 Medicine
+1 Nature
+5 Perception
+2 Performance
+2 Persuasion
+1 Religion
+2 Sleight of Hands
+5 Stealth
+5 Survival
skills Athletics, Perception, Stealth, Insight, Intimidation, Investigation, Survival   Languages: Common, Dwarvish, Halfling proficiencies

 
14
Armor Class
43
Hit Points
+2
Initiative
30ft
Speed
Dagger 1d20+5 1d4+3
Hand-Axe 1d20-1 1d6-1
Hand-Axe (Thrown) 1d20+3 1d6+3
Longbow 1d20+7 1d8+3
Shortbow (Magic) 1d20+7 1d6+3
Attacks
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Playing cards
Proficiences
1st level:
  • Hail of thorns (1 action):
  • The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
  • Detect Magic (1 action):
  • For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
    The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
  • Cure wounds (1 action):
  • A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    2nd level:
  • Spike Growth (1action):
  • The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
    The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
    Spellcasting
    Weapon(s): Dagger, hand-axe, longbow x2 (Normal, one with patch pattern given by Elliot)
    Armor: Leather armor
    Miscellanious: Explorer's pack, a sheriff's badge, the hat of her first captured criminal, a playing card set, a set of common clothes
    Ammo: 20 arrows + 1 from Solance
    Money: 10GP
    Magical: Efficient quiver (Look up on D&D Beyond), Infernal Shortbow (Add 1d4 infernal damage twice per long rest)
    Equipment
    I try to act more mature than I am.
    Personality Traits
    I will try to help people stay free from fear.
    Ideals
    I will not leave anyone who doesn't oppose me directly.
    Bonds
    I get bored easily.
    Flaws
    - Darkvision:
    You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Feline Agility:
  • Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
  • Cat's claws:
  • Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Cat's talent:
  • You have proficiency in the Perception and Stealth skills.
  • Favored Enemy:
  • You gain a +2 bonus to damage rolls with weapon attacks against (Favored enemy). Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
  • Natural Explorer:
  • While travelling in forests, you ignore difficult terrain, have advantage on initiative rolls and you have advantage on attack rolls against creatures that have not yet acted. In addition, while travelling you can not get lost, difficult terrain doesn't slow your group down, you always remain alert, you can move stealthily when on your own, you find twice as much food while foraging and while tracking a creature you also learn their exact number, their sizes and how long ago they passed this area.
  • Fighting Style, Archery:
  • You gain a +2 to attack rolls made with ranged weapons.
  • Ranger Archetype:
  • Beastmaster
  • Primeval Awareness:
  • 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.
  • Ranger's Companion:
  • Panther named Smoke
  • Extra Attack
  • Features & Traits

    Heroes Enabled

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

    Dnd 5e SRD SRD

    Leather Armor

    Light Armor Common

    The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

    Type AC STR Req. Stealth Dis. Properties
    Light 11 + Dex Modifier

    Cost: 10 gp Weight: 10 lb


     

    DnD 5e SRD SRD

    Dagger

    Melee Weapon Finesse, Light, Thrown Common

    Type Damage Damage Range Properties
    Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

    Cost: 2 gp Weight: 1 lb


     

    DnD 5e SRD SRD

    Handaxe

    Melee Weapon Light, Thrown Common

    Type Damage Damage Range Properties
    Simple 1d6 Slashing 20/60 ft Light, Thrown

    Cost: 5 gp Weight: 2 lb


     

    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


     

    The statblocks of your class features

    Ranger


    Hit Points

    Hit Dice: d10 per Ranger level
    Hit Points at first Level: 10 + your Constitution modifier
    Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

    Proficiences

    Armor: Light armor, medium armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: None
    Saving Throws: Strength, Dexterity
    Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

    Overview & Creation

    LevelProf. BonusFeaturesSpells Known1st2nd3rd4th5th
    1st+2Favored Enemy, Natural Explorer
    2nd+2Fighting Style, Spellcasting22
    3rd+2Ranger Conclave, Primeval Awareness33
    4th+2Ability Score Improvement33
    5th+3Ranger Conclave Feature, Extra Attack442
    6th+3Greater Favored Enemy, Additional Favored Terrain442
    7th+3Ranger Conclave feature543
    8th+3Ability Score Improvement, Fleet of Foot543
    9th+46432
    10th+4Hide in Plain Sight6432
    11th+4Ranger Conclave Feature, Additional Favored Terrain7433
    12th+4Ability Score Improvement7433
    13th+584331
    14th+5Vanish84331
    15th+5Ranger Conclave feature94332
    16th+5Ability Score Improvement94332
    17th+61043331
    18th+6Feral Senses1043331
    19th+6Ability Score Improvement1143332
    20th+6Foe Slayer1143332


    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, monstrosities, or undead. You may instead select two races of humanoid, such as Orcs and Goblins. 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. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or underground. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.   You gain the following benefits when traveling for an hour or more while in your favored terrain:
    • Difficult terrain doesn’t slow your group’s travel.
    • 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.
    You choose additional favored terrain types at 6th and 10th leveI.  

    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.
     

    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), for 1 minute you can sense whether the following types of creatures are present within 3 miles of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' exact location or number, but does give you a general sense of direction and quantity. If there are multiple groups within range, you learn this information for each group.  

    Ranger Conclave

    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 5th, 7th, 11th, and 15th level.  

    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.  

    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 non-magical 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. 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. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.


    Starting Equipment

    You start with the following equipment, in addition to the equipment granted by your background. You may select either (a) or (b):

    • (a) scale mail or (b) leather armor
    • (a) two short swords 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. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list. 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


    Subclass Options

    The Beast Conclave

    Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.  

    Animal Companion

    At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.   With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion.   You normally select your companion from among the following animals:
    • an ape
    • a black bear
    • a boar
    • a giant badger
    • a giant weasel
    • a mule
    • a panther
    • a wolf
      However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area. With permission, you can choose any animal companion you want.   As a rule of thumb, a beast can serve as an animal companion if it is Medium or smaller, has 15 or fewer hit points, and cannot deal more than 8 damage with a single attack. In general, that applies to creatures with a challenge rating of 1/4 or less, but there are exceptions.   At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time.   If your animal companion is ever slain, the magical bond you share allows you to return it to life.   With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it.   You can return an animal companion to life in this manner even if you do not possess any part of its body.   If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.  

    Companion’s Bond

    Your animal companion gains a variety of benefits while it is linked to you.   The animal companion loses its Multiattack action, if it has one.   The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.   When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.   Your animal companion has abilities and game statistics determined in part by your level.   Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.   Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.   For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.   Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.   Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”   Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.
    d6Trait
    1I’m dauntless in the face of adversity.
    2Threaten my friends, threaten me.
    3I stay on alert so others can rest.
    4People see an animal and underestimate me. I use that to my advantage.
    5I have a knack for showing up in the nick of time.
    6I put my friends’ needs before my own in all things.
     
    d6Trait
    1If there’s food left unattended, I’ll eat it.
    2I growl at strangers, and all people except my ranger are strangers to me.
    3Any time is a good time for a belly rub.
    4I’m deathly afraid of water.
    5My idea of hello is a flurry of licks to the face.
    6I jump on creatures to tell them how much I love them.
     

    Coordinated Attack

    Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.  

    Extra Attack

    Beast Master Conclave DOES NOT get an extra attack.  

    Beast’s Defense

    At 7th level, while your companion can see you, it has advantage on all saving throws.  

    Storm of Claws and Fangs

    At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.  

    Superior Beast’s Defense

    At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.  

    The Hunter Conclave

    Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs 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 1d8 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.
     

    Extra Attack

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

    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 melee attacks 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 a 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.
     

    The Gloom Stalker Conclave

    Most folk descend into the depths of the Underdark only under the most pressing conditions, undertaking some desperate quest or following the promise of vast riches. All too often, evil festers beneath the earth unnoticed, and rangers of the Gloom Stalker Conclave strive to uncover and defeat such threats before they can reach the surface.  

    Dread Ambusher

    At 3rd level, you master the art of the ambush. You can add your wisdom modifier to your initiative rolls. At the start of your first turn of each combat, you gain a +10 bonus to your walking speed, and if you use the Attack action, you can make one additional attack. If this attack hits, it deals 1d8 extra damage.  

    Umbral Sight

    At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision, you increase its range 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 its darkvision to see you in that darkness. You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. Once you gain a Gloom Stalker spell, it counts as a ranger spell for you but doesn’t count against the number of ranger spells you know.  

    Gloom Stalker Spells

    Ranger LevelSpells
    3rdDisguise Self
    5thRope Trick
    9thGlyph of Warding
    13thGreater Invisibility
    17thSeeming
     

    Extra Attack

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

    Iron Mind

    At 7th level, you gain proficiency in Wisdom saving throws. If you already have proficiency in this save, you instead gain proficiency in Intelligence or Charisma saving throws.  

    Stalker’s Flurry

    Starting at 11th level, once on each of your turns when you miss with an attack, you can make another attack as part of the same action.  

    Shadowy Dodge

    At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature’s attack roll against you. You must use this feature before you know the outcome of the attack roll.  

    The Horizon Walker Conclave

    Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes.  

    Detect Portal

    At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can’t use it again until you finish a short or long rest. See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals.  

    Planar Warrior

    At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.  

    Horizon Walker Magic

    Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.  
    Ranger LevelSpells
    3rdProtection from evil and good
    5thMisty Step
    9thHaste
    13thBanishment
    17thTeleportation Circle
     

    Ethereal Step

    At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot,but the spell ends at the end of the current turn.Once you use this feature, you can’t use it again until you finish a short or long rest.  

    Distant Strike

    At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.  

    Spectral Defense

    At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.  

    The Monster Slayer Conclave

    You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, Slayers are experts at unearthing and defeating mighty, mystical foes.  

    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.    

    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.  
    Ranger LevelSpells
    3rdProtection From Evil and Good
    5thZone of Truth
    9thMagic Circle
    13thBanishment
    17thHold Monster
     

    Supernatural Defense

    At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that targets grapple, add 1d6 to your roll.  

    Magic User’s Nemesis

    At 11th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. Once you use this feature, you can’t use it again until you finish a short or long rest.  

    Slayer’s Counter

    At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Tabaxi

    Ability Score Increase Your Dexterity score increases by 2, and your Charisma score increases by 1.
    Size Medium
    Speed 30ft

    Darkvision: You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.     Feline Agility: Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.   Cat's Claws: Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Cat's Talents: You have proficiency in the Perception and Stealth skills.

    Languages. You can speak, read, and write Common and one other language of your choice.

    Statblocks for companions, followers and other allies.

    Smoke the Panther CR: 1/4

    Medium beast, unaligned
    Armor Class: 14
    Hit Points: 16
    Speed: 50 ft , climb: 40 ft

    STR

    14 +2

    DEX

    15 +2

    CON

    10 +0

    INT

    3 -4

    WIS

    14 +2

    CHA

    7 -2

    Skills:
    Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the panther moves at least 20 feet straight toward a creature then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.
    Skills Perception [+6], stealth [+8]
    Senses: Passive perception 14
    Challenge Rating: 1/4

    Actions

    Bite. Melee weapon attack: [+6] to hit, reach 5ft, one target. Hit: [1d6+4] piercing damage. Claw. Melee weapon attack: [+6] to hit, reach 5ft, one target. Hit: [1d4+4] slashing damage.

    Statblocks for your spells.

    Level 1 Spells

    PHB

    Hail of Thorns

    1-level Conjuration

    Casting Time 1 Bonus Action
    Range Self
    Duration Concentration, Concentration, up to 1 minute
    Components V

    The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
    At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10)

    Class(es): Ranger

    Saving ThrowDexterity 1d10 Piercing Damage

    D&D 5e PHB Page 230

    Cure Wounds

    1-level Evocation

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

    A creature you touch regains a number of hit points equal to 1d8 + 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 1d8 for each slot level above 1st.

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

    PHB, page 231

    Detect Magic

    1-level Divination (ritual)

    Casting Time 1 action
    Range Self
    Duration Concentration, 10 minutes
    Components V, S

    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

      The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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

    Level 2 Spells

    Spike Growth

    2-level Transmutation

    Casting Time 1 Action
    Range 150ft
    Duration Concentration, Up to Ten Minutes
    Components V, S, M
    Materials seven sharp thorns or seven small twigs, each sharpened to a point

    The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.   The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

    Class(es): Druid, Ranger, Cleric (Nature Domain)

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

    Explorer's Pack

    Adventuring Gear Common

    Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

    Cost: 10 gp Weight: 59 lb


     

    DnD 5e SRD

    Clothes, Common

    Adventuring Gear Common

    This set of clothes could consist of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.

    Cost: 5sp Weight: 3lb


     

    Created by

    Foxblaze.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed