Erik Phoenixhammer | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Erik Phoenixhammer

Ranger 9 Class & Level
Outlander Background
Variant Human Race
Neutral Good Alignment

Strength 16
+3
Dexterity 18
+4
constitution 16
+3
intelligence 10
+0
wisdom 16
+3
charisma 13
+1
Total Hit Dice 8
Hit Die
1d10+3
+4 proficiency bonus
+7 Strength
+8 Dexterity
+3 Constitution
+0 Intelligence
+7 Wisdom
+1 Charisma
saving throws
+8 Acrobatics
+3 Animal Handling
+0 Arcana
+7 Athletics
+1 Deception
+0 History
+7 Insight
+1 Intimidation
+0 Investigation
+3 Medicine
+0 Nature
+7 Perception
+1 Performance
+1 Persuasion
-1 Religion
+1 Sleight of Hands
+8 Stealth
+7 Survival
skills

 
19
Armor Class
85
Hit Points
+7
Initiative
30
Speed
Bow of Force 1d20+12 1d8+6
Attacks
501861
Features & Traits

Heroes Enabled

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

DnD 5e SRD

Mithral Scale Mail Armor +1

Adventuring Gear Common

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Type AC STR Req. Stealth Dis. Properties
Medium 14 + Dex Modifier + 1(Magic)

Cost: 50 gp Weight: 45 lb


 

DnD 5e SRD

Greatsword of Wounding

Adventuring Gear Heavy, Two-Handed Rare (this item requires attunement)

Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

Type Damage Damage Range Properties
None 2d6 Slashing Heavy, Two-Handed

Weight: 6 lb


 

Dungeon Master's Guide 5th Edition

Cloak of Elvenkind

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)


 

Bow of Force

Weapon Ammunition, Heavy, Range, Two-Handed Very Rare (this item requires attunement)

The bow of force appears as a longbow with no string. If you are attuned to the bow and place your fingers were the string should be, a faint glowing string and arrow will appear. If drawn back this glow will brighten to that of a light spell. This effect lasts until the arrow is fired or the string is otherwise released. The glowing arrow can be fired as a physical arrow and does 1d8 points of force damage. You can also nock an actual arrow this way. If you do so, the force arrow will envelope the physical arrow and add it's damage to that of the physical one. This can be used with magical or mundane arrows.   any arrow fired with this weapon is considered magical for determining damage resistance.

Type Damage Damage Range Properties
Martial Ranged 1d8+2 Piercing Ammunition, Heavy, Range, Two-Handed


 

The statblocks of your class features

Ranger(Gloom stalker)


Hit Points

Hit Dice: d10 per Ranger(Gloom stalker) level
Hit Points at first Level: 10 + Con
Hit Points at Higher Levels: 1d10 ( or 6 ) + Con

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

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.  
 


Starting Equipment

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

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

 


Subclass Options

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
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.   Iron Mind By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).   Stalker's Flurry At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.   Shadowy Dodge Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Human Variant

Ability Score Increase Choose 2 from: Str, Dex, Con, Int, Wis, Cha
Size Medium
Speed 30ft

Skills. You gain proficiency in one skill of your choice.   Feat. You gain one feat of your choice.

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

Lucky

You have inexplicable luck that seems to kick in at just the right moment.  

  • You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
  • You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
  • You regain your expended luck points when you finish a long rest.

 

Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.


Source: PHB, page 170

Great Weapon Master

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -X penalty to the attack roll. If the attack hits, you add +X*2 to the attack’s damage.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Darkthorne_az.

Statblock Type

Character Sheet (Legacy)

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