|+6||Sleight of Hands|
|+1 Longbow||1d20+14||1d8+7||600 ft.||Piercing|
|+1 Longbow (Sharpshooter)||1d20+9||1d8+17||600 ft.||Piercing|
|Light Crossbow||1d20+13||1d8+6||320 ft.||Piercing|
|Light Crossbow (Sharpshooter)||1d20+8||1d8+16||320 ft.||Piercing|
Tool proficiencies Leatherworker's tools
Weapon proficiencies Martial weapons; Simple weapons; Longbow; Longsword; Shortbow; Shortsword
Armor proficiencies Light armor; Medium armor; Shields
Crossbow Bolts x20
House on Verilla (worth 750 GP)
Leatherworker's Tool (+2)
Potion of Healing x4
Rope, hempen (50ft)
Magical arrows: Radiant dmg
Acid dmg (green)
Diamond dust worth 100 GP (x4)
Bank account - Ranger's Lodge (Business account, Lordell) 5000 GP
Bank account - Personal (Citizen account, Lordell) 2149 GP 5 SP
Wanderlust - I was driven to leave my home by wanderlust.
Mask of the Wild
Background Features Wanderer
Class Features Companion's bond
Favored Enemy (Undead)
Greater Favored Enemy (Aberrations)
Fleet of Foot
Hide in Plain Sight
Storm of Claws and Fangs
Superior Beast’s Defense
Feats Elven Accuracy (Dexterity)
Features & Traits
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Companion Bond: You animal companion gains a variety of benefits while it's linked to you. The animal companion loses it's multiattack action, if it has one. The companion obeys your commands as best as it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitaded or absent, it acts on its own. When using the 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:
- It uses your proficiency bonus in place of its own.
- It adds your proficiency to its AC and damage rolls.
- It becomes proficient in two skills of your choice.
- It also becomes proficient in all saving throws.
- For each ranger level you have over third, it gains an additional hit dice, increasing its hit points accordingly.
- When you gain an ability score improvement, the companion gains one as well.
Pounce (DC 16): If the panther moves at least 20 feet straight toward a creature and 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.
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
Storm of claws and fangs: At 11th level, your companion can use its action to make a melee attack against each creature of it's choice within 5 feet of it, with a separate attack roll for each target.
|+3||Sleight of Hands|
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Level 1 Spells
1-level Abjuration (ritual)
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
PHB, page 251 SRD
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.
PHB, page 254 SRD
You touch a creature. The creature's jump distance is tripled until the spell ends.
Level 2 Spells
You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.
While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
Pass without Trace
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Level 3 Spells
You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.
PHB, modified for Iberill
The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 3d10 force damage to the target. Additionally, if this attack reduces the target to 30 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
At higher levels: 4d10 dmg and 40 hit points with spell slot lvl 4, 5d10 dmg and 50 hit points with spell slot lvl 5.
Level 4 Spells
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
PHB, page 244 SRD
Freedom of Movement
You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
Statblocks for your Trinkets, businesses, building, castles, empires.
The major events and journals in Quiralei Maendellyn's history, from the beginning to today.
Now, let's see if we get to keep it...08:28 pm - 13.06.2019
We are a crew of four people and a cat on a boat for 150 people. This is going to go well.09:29 pm - 13.06.2019
Reached level 13!
My experience grows.09:50 pm - 13.06.2019
Reached level 14!
I am now extra hidey!07:04 pm - 22.08.2019