Caelynn Siannodel | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Caelynn Siannodel

Ranger


Hit Points

Hit Dice: d10 per Ranger level
Hit Points at first Level: 10 + Con mod
Hit Points at Higher Levels: 6 + Con mod

Proficiences

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Str, Dex
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Overview & Creation

Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.   Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.


Class Features

Favored Enemy

Natural Explorer

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
  • Defense
  • Dueling
  • Two-Weapon Fighting

Primeval Awareness

Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.

Extra Attack

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

Land's Stride

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Hide in Plain Sight

Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

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

  • (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

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
  Rangers can learn Druid cantrips. At first level they start with just one. Starting at second level, Rangers know as many Druid cantrips as their proficiency bonus.   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.


Subclass Options

At 3rd level, you choose an archetype that you strive to emulate. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.  

Hunter

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.  

Beastmaster

The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.  

Gloom Stalker

[Xan]Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.  

Horizon Walker

[Xan]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.  

Monster Slayer

[Xan]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.

2
Class & Level

Outlander

You grew up in the wilds, far from civilisation and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild.

Skill Proficiencies Athletics, Survival
Tool Proficiencies One type of musical instrument
Languages One of your choice
Equipment A staff, a hunting trap, a trophy from an animal you killed, a set of traveller's clothes, and a belt pouch containing 10gp

Features

Feature: Origin You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.   d10 Origin:

  1. Forester
  2. Trapper
  3. Homesteader
  4. Guide
  5. Exile or Outcast
  6. Bounty Hunter
  7. Pilgrim
  8. Tribal Nomad
  9. Hunter-Gatherer
  10. Tribal Marauder
  Feature: Wanderer:
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Suggested Characteristics

Often considered rude and uncouth among civilised folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.

Traits

Roll a d8 1d8 Personality Trait
1
I'm driven by a wanderlust that led me away from home.
2
I watch over my friends as if they were a litter of newborn pups.
3
I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I'd do it again if I had to.
4
I have a lesson for every situation, drawn from observing nature.
5
I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.
6
I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
7
I feel far more comfortable around animals than people.
8
I was, in fact, raised by wolves.

Ideal

Roll a d6 1d6 Ideal
1
Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2
Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good)
3
Honour. If I dishonour myself, I dishonour my whole clan. (Lawful)
4
Might. The strongest are meant to rule. (Evil)
5
Nature. The natural world is more important than all the constructs of civilisation. (Neutral)
6
Glory. I must earn glory in battle, for myself and my clan. (Any)

Bond

Roll a d6 1d6 Bond
1
My family, clan, or tribe is the most important thing in my life, even when they are far from me.
2
An injury to the unspoiled wilderness of my home is an injury to me.
3
I will bring terrible wrath down on the evildoers who destroyed my homeland.
4
I am the last of my tribe, and it is up to me to ensure their names enter legend.
5
I suffer awful visions of a coming disaster and will do anything to prevent it.
6
It is my duty to provide children to sustain my tribe.

Flaw

Roll a d6 1d6 Flaw
1
I am too enamoured of ale, wine, and other intoxicants.
2
There's no room for caution in a life lived to the fullest.
3
I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
4
I am slow to trust members of other races, tribes, and societies.
5
Violence is my answer to almost any challenge.
6
Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.

Background

Wild elf

Ability Score Increase +2 charisma +2 DEX or STR
Size Medium
Speed 30ft

Chimaera: due to the practice of drinking monsters blood wild elves have gained chimaeric  properties allows them to have animalistic traits. This gives the player a variety of choices to give them an advantage, examples being: cat eyes=darkvision, claws, fangs, scales, ect.   Advantage on all poison saves.   Low darkvision by default.   Keen senses: has proficiency with the perception skill.

Languages. Common, wild elf, naga (maybe)

Race
Chaotic Good Alignment

Strength 9
-1
Dexterity 18
+4
constitution 17
+3
intelligence 16
+3
wisdom 15
+2
charisma 14
+2
Total Hit Dice 1
Hit Die
1d6+3
+2 proficiency bonus
+1 Strength
+6 Dexterity
+3 Constitution
+3 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+22 Acrobatics
+0 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+0 History
+0 Insight
+0 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+0 Perception
+0 Performance
+0 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 
15
Armor Class
20
Hit Points
+4
Initiative
35
Speed
Attacks

Heroes Enabled

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Created by

MoonlitTome.

Statblock Type

Character Sheet (Legacy)

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