Gnar Bor | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Gnar Bor

Ranger 5 Class & Level
Outlander Background
Elf (Ithilalafar) Race
CN Alignment

Strength 10
+0
Dexterity 18
+4
constitution 16
+3
intelligence 8
-1
wisdom 14
+2
charisma 10
+0
Total Hit Dice 4
Hit Die
1d10+3
+3 proficiency bonus
+2 Strength
+5 Dexterity
+2 Constitution
-1 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+6 Acrobatics
+2 Animal Handling
-1 Arcana
+2 Athletics
+0 Deception
-1 History
+4 Insight
+0 Intimidation
-1 Investigation
+4 Medicine
-1 Nature
+4 Perception
+0 Performance
+0 Persuasion
-1 Religion
+4 Sleight of Hands
+6 Stealth
+4 Survival
skills Race: Perception Star Sign: Acrobatics Class: Animal Handling, Investigation, Stealth Background: Athletics & Survival proficiencies

 
17
Armor Class
49
Hit Points
+4
Initiative
35ft
Speed
LongSword 1d20+3 1d8+4
Longbow 1d20+3 1d8+4
Attacks
Languages: Abyssal, Infernal, Common and Elvish.
Weapons: Simple & Martial Weapons, Longsword, Shortsword, Shortbow, and Longbow.
Armor: Light & Medium Armor and Shields
Proficiences
2 Long Swords, Explorer's pack, 1 longbow with 20 arrows.

37 sp, 362gp 106 pp.

1 halfling sized burlap sack

Ratty Bear Pelt Cape
Equipment
I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.
Personality Traits
Glory. I must earn glory in battle, for myself and my clan.
Ideals
My family, clan, or tribe is the most important thing in my life, even when they are far from me.
Bonds
Violence is my answer to almost any challenge.
Flaws
~ Darkvision: 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.
~ Fey Ancestry: You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.
~ Keen Senses: You have proficiency in the Perception skill.
~ Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After Resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
~ Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
~ Fleet of Foot: Your base walking speed increases to 35 feet.
~ Mask of the Wilds: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
~ Ethnicity: Jianyu. You gain the Martial Adept feat for these of the Evasive Footwork and Lunging Attack Maneuvers.
~ Star Sign: Fire Bird (4/22). You gain proficiency in the Acrobatics Skill.
~ 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.
~ Level 1 Feat: Dual Wielder. You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

[block: Ranger: Favored Enemy: Fiends. ~ You have advantage on Wisdom (Survival) checks to track your favored enemies]
[block: as well as on Intelligence checks to recall information about them. ~ When you gain this feature]
[block: if they speak one at all. (Abyssal).   Natural Explorer: Mountain. ~ When you make an Intelligence or Wisdom check related to your favored terrain]
[block: your proficiency bonus is doubled if you are using a skill that you're proficient in.   While traveling for an hour or more in your favored terrain]
[block: you gain the following benefits: ~ 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]
[block: you remain alert to danger.) ~ If you are traveling alone]
[block: you can move stealthily at a normal pace. ~ When you forage]
[block: you find twice as much food as you normally would. ~ While tracking other creatures]
[block: and how long ago they passed through the area.   Fighting Style: Two-Weapon Fighting. When you engage in two-weapon fighting]
[block: you can add your ability modifier to the damage of the second attack.   Ranger Archetype: Monster Slayer Hunter's Sense: ~At 3rd level]
[block: 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]
[block: it takes an extra 1d6 damage from the weapon.   Primeval Awareness: ~ Beginning at 3rd level]
[block: 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): fiends. This feature doesn't reveal the creatures' location or number.   Monk   Unarmored Defense: ~ Beginning at 1st level]
[block: your AC equals 10 + your Dexterity modifier + your Wisdom modifier.   Martial Arts: ~ At 1st level]
[block: which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. ~ You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: ~~ You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. ~~ You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels]
[block: as shown in the Martial Arts column of the Monk table. ~~ When you use the Attack action with an unarmed strike or a monk weapon on your turn]
[block: assuming you haven't already taken a bonus action this turn. ]

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

Divination Magic

Hunters Mark

1-level Divination

Casting Time: 1 Bonus Action
Range/Area: 90 feet
Components: V
Duration: Concentration, up to 1 hour
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.
Available for: Ranger

PHB: P. 254

Jump

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a grasshopper’s hind leg
Duration: 1 minute
You touch a creature. The creature’s jump distance is tripled until the spell ends.
Available for: Artificer, Druid, Ranger, Sorcerer, Wizard

Xanathar's Guide To Everything

Zephyr Strike

1-level Transmutation

Casting Time: 1 Bonus Action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 Minute
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.
Available for: Ranger, Genie (Djinni) Patron

Abjuration Magic

Protection from Evil and Good

1-level Abjuration

Casting Time: 1 Action
Range/Area: Touch
Components: V, S, M
Materials: Holy water or powdered silver and iron, which the spell consumes
Duration: Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.   The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Available for: Cleric, Paladin, Warlock, Wizard, Arcane Trickster Rogue, Devotion Paladin, Divine Soul Sorcerer, Eldritch Knight Fighter, Horizon Walker Ranger, Horizon Walker Ranger (Revised), Monster Slayer Ranger, Monster Slayer Ranger (Revised), Clockwork Soul (UA) Sorcerer, Protection (UA) Cleric

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MakeShiftMike.

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Character Sheet (Legacy)

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