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Pulta Pito

Level 4 Human Lawful good Ranger
/ 37 HP

Puta (de raiva)

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Hit points Out of of 37 total.

Hit Dice Available Out of of 4 total.

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1-Level Available slots Out of 3 in total.

Pulta Pito

Ranger 4 Class & Level
Human Race
Lawful good Alignment

Strength 15
Dexterity 17
constitution 11
intelligence 13
wisdom 14
charisma 11
Total Hit Dice 4
Hit Die
+3 proficiency bonus
+4 Strength
+5 Dexterity
+0 Constitution
+1 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+5 Acrobatics
+2 Animal Handling
+1 Arcana
+4 Athletics
+0 Deception
+1 History
+2 Insight
+0 Intimidation
+1 Investigation
+2 Medicine
+4 Nature
+5 Perception
+0 Performance
+0 Persuasion
+1 Religion
+3 Sleight of Hands
+6 Stealth
+5 Survival

Armor Class
Hit Points

Arco longo 1d20+5 1d8+3
Espada curta 1d20+4 1d6+2
Espada curta 1d20+4 1d6+2
Idiomas: comum, anão e infernal
Armadura média
Armadura leve
Armas simples e marciais
Testes de res de DEX e FOR
Armadura de couro batido
2x espadas curtas
Arco longo
20 flechas
Pé de cabra
10 pítons
10 tochas
Caixa de fogo
10 dias de ração
15m de corda
Ampulheta de Komirr

Puta (de raiva)
Personality Traits
Irmão perdido
Puta (de raiva)

Heroes Enabled

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The statblocks of your class features


Hit Points

Hit Dice: d10 per Ranger level
Hit Points at first Level: 10 + Con Mod
Hit Points at Higher Levels: 1d10 + Con Mod


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

Class Features

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.   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 that is spoken by your favored enemies, if they speak one at all.   You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.  

Natural Explorer

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. 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.   While traveling for an hour or more in your favored terrain, 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, 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 level.  

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.  

Ranger Archetype

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.  

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.  

Ability Score Increase

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.  

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. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.  


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


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

Beast Master

Ranger's Companion

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a chaIlenge rating of 1/4 or lower (the hawk, mastiff, and panther as examples).   Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher.   The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you).   You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.   While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. lf the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.  

Exceptional Training

Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn.  

Bestial Fury

Starting at 11th level, your beast companion can make two attacks when you command it to use the Attack action.  

Share Spells

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of YOU.  


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.  

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.  


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 a melee attack 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 the 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.  


Desert Magic

Starting at 3rd level, the magic of the sands seeps into your bones. You learn an additional spell when you reach certain levels in this class, as shown in the table below. For you, these spells count as ranger spells, and do not count against your spells known.  
Ranger Level Spells
3rd create or destroy water
5th see invisibility
9th haste
13th giant insect
17th insect plague

Dust Devil

At 3rd level, you gain the ability to control sands around you. As a bonus action, you may cause sand, dust, small pebbles, or earth to swirl around you in a 10-foot diameter vortex. For one minute, you are lightly obscured and have half-cover, and ranged attacks made against you do so with disadvantage. Your own sight and ranged attacks are unaffected. After you have used this feature, you cannot do so again until you have completed a short or long rest.  

Eyes of the Desert

At 3rd level, the world around you communicates to you more effectively than your eyes can. Your vision is no longer hampered by swirling or blowing dust, sand, ash, snow, or similar obstructions, and you do not suffer disadvantage when attacking into, firing into, or operating in such environments.  

Desert Runner

At 7th level, you gain proficiency in Constitution saving throws. While traveling overland through an arid area, you may move at twice your standard overland speed without incurring penalties. Additionally, you have advantage on savings throws made due to dehydration or a lack of water, and you can only ever receive one level of exhaustion per day due to lack of water.  


At 11th level, the sands and winds of the desert fight on your behalf. As an action, you may summon a vortex of sand and stones centered on yourself and extending five feet away from you in every direction. When you do so, you may also attack any number of creatures caught in the vortex. Each creature requires a separate attack roll; you may choose to attack them with your weapons, or with the sand and stones themselves. If you attack with the sand, it attacks with an attack bonus equal to your Wisdom modifier plus your proficiency bonus, and deals 1d12 bludgeoning damage plus your Wisdom modifier. The sandstorm dissipates at the end of your turn.  

Sirocco Winds

At 15th level, as a bonus action, you can cause your dust devil abilities to create sand vortices that make their areas heavily obscured for one round; your own sight and ranged attacks are unaffected. Additionally, when you use your action to create a dust devil or sandstorm, you may cause it to appear in any location you can see within 60 feet. When used at range in this way, the vortex created by your sandstorm ability has a diameter of 10 feet, and may be used to attack any creatures caught in its diameter.

LevelProficiency BonusSpells Known1st2nd3rd4th5thFeatures
1st+2------Favored Enemy, Natural Explorer
2nd+222----Fighting Style, Spellcasting
3rd+233----Ranger Archetype, Primeval Awareness
4th+233----Ability Score Improvement
5th+3442---Extra Attack
6th+3442---Favored Enemy and Natural Explorer improvements
7th+3543---Ranger Archetype feature
8th+3543---Ability Score Improvement, Land's Stride
10th+46432--Natural Explorer Improvement, Hide in Plain Sight
11th+47433--Ranger Archetype feature
12th+47433--Ability Score Improvement
14th+584331-Favored Enemy improvement, Vanish
15th+594332-Ranger Archetype feature
16th+594332-Ability Score Improvement
18th+61043331Feral Senses
19th+61143332Ability Score Improvement
20th+61143332Foe Slayer

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Statblocks for your spells.

Level 1 Spells


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


Ensnaring Strike

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 weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can us its action to make a Strength check against your spell save DC. On a success, the target is freed.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Class(es): Paladin, Ranger

Saving ThrowStrength
1d6 Piercing Damage


Speak with Animals

1-level Divination (ritual)

Casting Time 1 Action
Range Self
Duration 10 minutes
Components V S

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.

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

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