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Chither Irhatos

9 Level (0/64000 XP for level-up) Abandoned Lizardfolk Background Lizardfolk Race / Species / Heritage Neutral Good Alignment
Ranger
Level 9
Hit Dice: 4/9
1d10+4 Class 1

STR
15
+2
DEX
19
+4
CON
18
+4
INT
13
+1
WIS
15
+2
CHA
8
-1
107
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
16
Passive Perception
/
20
Spellcasting ...
+6 Attack mod
WIS Ability
+2 Abi Mod
14 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+6 Strength
+8 Dexterity
+4 Constitution
+1 Intelligence
+2 Wisdom
-1 Charisma
saving throws
+4 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+2 Athletics STR
-1 Deception CHA
+1 History INT
+2 Insight WIS
-1 Intimidation CHA
+5 Investigation INT
skills
+2 Medicine WIS
+5 Nature INT
+6 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+1 Religion INT
+4 Sleight of Hand DEX
+8 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
longbow +8 DEX 1D10+4 piecing
bite +6 STR 1D6+2
Tail Swipe +8 DEX 1D6+4 bludgeoning
ShortSword +8 DEX Slashing
Crossbow +8 DEX 1d6+4 Piecing
Attacks

Spell Book


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
random arrow, using up a spell slot can draw a random special arrow from the quiver, limited to the number of arrows in inventory.
Spellcasting
Common and Draconic

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

DnD 5e SRD SRD

Shortsword

Melee Weapon Finesse, Light Common

Type Damage Damage Range Properties
Martial 1d6 Piercing Finesse, Light

Cost: 10 gp Weight: 2 lb


 

DnD 5e SRD SRD

Shortsword

Melee Weapon Finesse, Light Common

Type Damage Damage Range Properties
Martial 1d6 Piercing Finesse, Light

Cost: 10 gp Weight: 2 lb


 

DnD 5e SRD SRD

Studded Leather Armor

Light Armor Common

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Type AC STR Req. Stealth Dis. Properties
Light 12 + Dex Modifier

Cost: 45 gp Weight: 13 lb


 

Rose Thorn Arrow

Ammunition

Varies dex

on hit extra 1d4 piercing from thorns and target must make a DC 15 STR or DEX save or be ensared for 1d4 rounds (can attempt to Str / dex to get free each round), 1d4 piercing damage each round the ensnared creature moves.

Type Damage Damage Range
None 1d4 / 1d4 None

Cost: 50gp

Pointy Twig

Ammunition

Common dex

sold by a goblin travelling merchant, he swears it’s an arrow of never-missing. It’s actually just a pointy twig.


Smokescreen Arrow

Adventuring Gear

Varies

Tipped with a smokebomb. Causes a cloud of smoke that obstructs vision for 1d4-1 rounds, moves 10ft in the direction of the wind every turn.


Smokescreen Arrow

Adventuring Gear

Varies

Tipped with a smokebomb. Causes a cloud of smoke that obstructs vision for 1d4-1 rounds, moves 10ft in the direction of the wind every turn.


The statblocks of your class features

Ranger


Hit Points

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

Proficiences

Armor: Light armor, Medium armor, Shields
Weapons: Simple, Martial
Tools:
Saving Throws: Str, Dex
Skills: Choose Three: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival

Overview & Creation

PHB, Pgs. 90-93


Class Features

Favored Enemy

Choose from the following: Aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, undead, or two humaniod races. You receive advantage on Survival (Wis) checks to track your enemy of choice and as well on recalling information (Int). You also may learn a language they speak.   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

Choose from the following: Arctic, coast, desert, forest, grassland, mountain, or swamp. Int and Wis checks in your chosen terrain has a doubled proficiency when using proficient skills. The group recieves the following when traveling for over an hour in your chosen terrain:
  • Difficult terrain does not slow travel
  • You cannot get lost unless by magical means
  • You remain alert while traveling
  • If alone, you can remained stealthed at a normal pace
  • You find twice as much food when foraging
  • When tracking, you learn number, size, and time passed
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.

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.

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 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.

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.

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

  • Scale mail or leather armor
  • Two Shortswords or two simple melee weapons
  • A Dungeoneer's pack or an Explorer's pack
  • A Longbow and a quiver of 20 Arrows

 


Subclass Options

Ranger Archetypes

The ideal of the ranger has two classic expressions: the Hunter and the Beast Master.

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 ores to towering giants and terrifying dragons.

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 ld8 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.

Multiattack

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.


LevelProficiency BonusFeaturesSpells Known1st Slots2nd Slots3rd Slots4th Slots5th Slots
1st+2Favored Enemy, Natural Explorer
2nd+2Fighting Style, Spellcasting22
3rd+2Ranger Archetype, Primeval Awareness33
4th+2Ability Score Improvement33
5th+3Extra Attack442
6th+3Favored Enemy and Natural Explorer improvements442
7th+3Ranger Archetype feature543
8th+3Ability Score Improvement, Land’s Stride543
9th+46432
10th+4Natural Explorer improvement, Hide in Plain Sight6432
11th+4Ranger Archetype feature7433
12th+4Ability Score Improvement7433
13th+584331
14th+5Favored Enemy improvement, Vanish84331
15th+5Ranger Archetype feature94332
16th+5Ability Score Improvement94332
17th+61043331
18th+6Feral Senses1043331
19th+6Ability Score Improvement1143332
20th+6Foe Slayer1143332

Desolation Archer

As a ranger you know that not many of your peers see you as someone who can do damage, therefore you devoted your life to training endlessly and developing the technique of using a bow proficiently. In studying your peers, you have also discovered that there is a massive advantage that sorcerers and wizards have, but have only ever used their abilities to use raw magical energy, why has no one ever channelled this into a ranged weapon? By studying the wizards of old and the paladins of the gods to have managed to discover how to use your magical ability granted to you by the natural world to protect it from much larger foes than any other ranger before you.
hit dice: D10
hit points at 1st level: 10+DEX
hit points at higher levels: 1D10+DEX
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Str, Dex
skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
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:
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

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.

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.
subclass options:

3rd level Ranger:

Within you lies the magical power, by channelling this through the arrows and the quiver you use, you have managed to gain a vast plethora of arrow types, each with useful and useful traits, unable to control this you seem to be drawing them at random, maybe you will find one that is good one of these days.  
  • Magical Arrow adjustment, using a d100 table you can draw magical arrows from your quiver using leftover spell slots 3 per day, with other people’s spell slots being able to be used but requiring one level higher spell slot. You are able to spend short rests to turn arrows into crossbow bolts. limited at 1D6.
 

5th level Ranger:

By channelling the energies around you and the power within your body and nature itself you have learnt how to thrust power into one shot, hoping that you could extend this later on to be a much more devastating shot. We will not know until you try it.  
  • You learn the Spellcasting Ability of Charged Attack.   You can add charges to your Charged Attack, to a maximum 2 charges.   Extra Attack
 

7th level Ranger:

With concentration and long hours of training you manage to increase the amount of damage you can do with the charged shot, although still taking more time for the hit you achieve. Equally in training you manage to learn to gain a defensive ability.  

Defensive Tactics

 
  • You can add your charges to your Charged Attack to a maximum of 4

8th level

Within the power you possess and the constant use you manage to every now and again pull out a random arrow that seems significantly more powerful than the normal magical arrows that you have been pulling out of your quiver.    

Legendary Arrows

  • legendary arrows, Roll a D20 per Magic Arrow Adjustment use, upon rolling a 20 you are able to draw from the legendary quiver list and roll for a random arrow from the legendary arrow list.

11th level Ranger:

through years and hours of study you are able to learn more about yourself and the world around you further enhancing your ability with the bow. Improving the charge of your charged shot and finally unlocking your final charge level.
  • Ricochet Shot. You can add your charges to your Charged Attack to a maximum of 5

15th level Ranger:

Through further study of the defensive capabilities of others and the animals around you, the speed of a Blink Dog, the fearlessness of a Owlbear Mother protecting their cubs, or the scaled skin of a hydra you have learnt how to defend yourself in wonderious ways.
  • Superior Hunter's Defense
  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.
 

20th level

You Learn the ability of Combination Shot Through mastery of the bow and mastery of the magic and understanding the energy around you, able to now fully realise your potential you are able to use your ricochet ability alongside your charge ability, ricocheting the charged shot between mutliple targets.  

Spells

Ricochet Shot

11th Level Enchantment   Casting Time: 1 action Range: 120 feet Components: M, S (Bow and Arrow to Fire From) Duration: 1 Round you are able to fire a shot at a perfect angle and are able to ricochet a shot at one target and will ricochet between anyone within a 10-foot radius of the original target dealing damage of the ammunition used.  

Charged Shot

2nd-level Enchantment   Casting Time: 1 action Range: 120 feet Components: S, V Duration: Concentration, 30 seconds for 5 charges- 1 for 1 charge Adding 1 charge to the charged attack up to a limit of 5 taking 5 rounds The charged shot attack does a varied amount of damages depending on the Desolation archer level and the amount of charges gathered over multiple turns.  

Charged Shot Damage Table

Class Level Damage Calculation Base Attack d10 x Spell Slot level+1d10 ... | Class Level | Damage Calculation | | Base Attack | d10 x Spell Slot level+1d10 | | Charge Level 1 | 1d10 x Spell Slot level + 1d10 +1D1 | | Charge Level 2 | 1d10 x Spell Slot level + 1d10 +4D12 | | Charge Level 3 | 1d10 x Spell Slot level + 1d10 + 9D12 | | Charge Level 4 | 1d10 x Spell Slot level + 1d10 +12D12 | | Charge Level 5 | 1d10 x Spell Slot level + 1d10 +15D12 | ...

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Lizardfolk (Playable Race)

Ability Score Increase +2 CONSTITUTION and +1 WISDOM
Size Medium
Speed 30ft Base Walking Speed and a Swim Speed of 30ft

Alignment:

Neutral (N).  

Bite:

Your fanged maw is a natural weapon,which you can use to make unarmed strikes.If you hit with it,you deal piercing damage equal to 1D6 + your Strength Modifier,instead of the bludgeoning damage normal for an unarmed attack.  

Cunning Artisan:

As part of a short rest,you can harvest bone and hide from a slain Beast,Construct,Dragon,Monstrosity,or Plant creature of size small or larger to create one of the following items: A Shield,A Club,A Javelin,or 1D4 Darts or blowgun needles.To use this trait,you need a blade,such as a dagger,or appropriate artisan’s tools,such as leatherworker’s tools.  

Hold Breath:

You can hold your breath for up to 15 minutes at a time.  

Hunter’s Lore:

You gain proficiency with two of the following skills of your choice: Animal Handling,Nature,Perception,Stealth,and Survival.  

Natural Armour:

You have tough,scaly skin.When you aren’t wearing armour,your AC is 13 + your Dexterity Modifier.You can use your natural armour to determine your AC if the armour you wear would leave you with a lower AC.A Shield’s benefits apply as normal while you use your natural armour.  

Hungry Jaws:

In battle,you can throw yourself into a vicious feeding frenzy.As a Bonus Action,you can make a special attack with your bite.If the attack hits,it deals its normal damage,and you gain temporary hit points (minimum of 1)equal to your Constitution Modifier,and you can’t use this trait until you finish a short or long rest.  
 

Languages. Draconic and Kelldorian (Common)

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

PHB

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

Alarm

1-level Abjuration (ritual)

Casting Time 1 Minute
Range 30ft
Duration 8 hours
Components V, S, M
Materials a tiny bell and a piece of fine silver wire

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.

Class(es): Artificer, Ranger, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

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

Tooth of the Beast

Weapon Magical, Heavy, Versatile Uncommon

A massive sword carved out of the tooth of some long dead beast. On the blade of the sword are depictions of great battles from a time nearly forgotten.   The bearer of this sword can make either a DC 12 history or deception check to regale those nearby with the stories shown on the blade.

Type Damage Damage Range Properties
Martial Melee 2d6+STR / 2d8+STR Slashing Magical, Heavy, Versatile

Cost: 500gp Weight: 12lbs


 

Created by

Isicklekain.

Statblock Type

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