+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+3 | Strength | |
+6 | Dexterity | |
+4 | Constitution | |
+1 | Intelligence | |
+4 | Wisdom | |
+1 | Charisma |
+4 | Acrobatics | DEX | |
+4 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+3 | Athletics | STR | |
+1 | Deception | CHA | |
+1 | History | INT | |
+4 | Insight | WIS | |
+1 | Intimidation | CHA | |
+3 | Investigation | INT |
+4 | Medicine | WIS | |
+3 | Nature | INT | |
+6 | Perception | WIS | |
+1 | Performance | CHA | |
+1 | Persuasion | CHA | |
+1 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+6 | Stealth | DEX | |
+6 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Longbow | +6 | DEX | 1d8+4+4 | piercing | |
Ammunition, Heavy, Range, Two-Handed | |||||
Shortsword | +6 | DEX | 1d6+4+4 | piercing | |
Finesse, Light | |||||
Dagger | +6 | DEX | 1d4+4+4 | piercing | |
Finesse, Light, Range, Thrown |
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
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
DnD 5e SRD SRD
Melee Weapon Finesse, Light, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d4 | Piercing | 20/60 ft | Finesse, Light, Thrown |
Cost: 2 gp Weight: 1 lb
DnD 5e SRD SRD
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
Ranged Weapon Ammunition, Heavy, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 | Piercing | 150/600 ft | Ammunition, Heavy, Two-Handed |
Cost: 50 gp Weight: 2 lb
Wondrous Item Rare
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Weight: 5lb
DnD 5e SRD
Adventuring Gear Common
A waterskin can hold 4 pints of liquid.
Cost: 2sp Weight: 5lb
DnD 5e SRD
Adventuring Gear Common
A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
Cost: 2gp Weight: 5lb
DnD 5e SRD
Adventuring Gear Common
You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.
Cost: 1gp Weight: 7lb
DnD 5e SRD
Adventuring Gear Common
This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
Cost: 2sp Weight: 1lb
DnD 5e SRD
Adventuring Gear Common
This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.
Cost: 5sp Weight: 1lb
DnD 5e SRD
Adventuring Gear Common
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Cost: 5sp Weight: 2lb
DnD 5e SRD
Adventuring Gear Common
Rope, has 2 hit points and can be burst with a DC 17 Strength check.
Cost: 1gp Weight: 10lb
DnD 5e SRD
Adventuring Gear Common
A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
Cost: 1cp Weight: 1lb
Artisan Tool
Common
This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and any potion of healing.
Cost: 5gp
Weight: 3lbs
PHB
Tool
Common
These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
Cost: 50 gp
Weight: 8 lbs
Spellcasting Focus
Common
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, as described in the Spellcasting section.
Cost: 5gp
Weight: 4lbs
Adventuring Gear
Common
When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
Cost: 5gp
Weight: 25lbs
DnD 5e SRD
Instrument
Varies
Cost: 12 gp
Weight: 13 lbs
The statblocks of your class features
Dice 1d6 | Trait |
1 | I’m dauntless in the face of adversity. |
2 | Threaten my friends, threaten me. |
3 | I stay on alert so others can rest. |
4 | People see an animal and underestimate me. I use that to my advantage. |
5 | I have a knack for showing up in the nick of time. |
6 | I put my friends’ needs before my own in all things. |
Dice 1d6 | Flaw |
1 | If there’s food left unattended, I’ll eat it. |
2 | I growl at strangers, and all people except my ranger are strangers to me. |
3 | Any time is a good time for a belly rub. |
4 | I’m deathly afraid of water. |
5 | My idea of hello is a flurry of licks to the face. |
6 | I jump on creatures to tell them how much I love them. |
Deep Stalker Spells | |
---|---|
Ranger Level | Spells |
3rd | Disguise Self |
5th | Rope Trick |
9th | Glyph of Warding |
13th | Greater Invisibility |
17th | Seeming |
Spell | Slots | per | Spell | Level | ||||
Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
1st | +2 | Favored Enemy, Natural Explorer | — | — | — | — | — | — |
2nd | +2 | Fighting Style, Spellcasting | 2 | 2 | — | — | — | — |
3rd | +2 | Primeval Awareness, Ranger Conclave | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | 3 | — | — | — | — |
5th | +3 | Ranger Conclave feature | 4 | 4 | 2 | — | — | — |
6th | +3 | Greater Favored Enemy | 4 | 4 | 2 | — | — | — |
7th | +3 | Ranger Conclave feature | 5 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement, Fleet of Foot | 5 | 4 | 3 | — | — | — |
9th | +4 | — | 6 | 4 | 3 | 2 | — | — |
10th | +4 | Hide in Plain Sight | 6 | 4 | 3 | 2 | — | — |
11th | +4 | Ranger Conclave feature | 7 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | — | — |
13th | +5 | — | 8 | 4 | 3 | 3 | 1 | — |
14th | +5 | Vanish | 8 | 4 | 3 | 3 | 1 | — |
15th | +5 | Ranger Conclave feature | 9 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 |
Level | Proficiency Bonus | Features | Spells Known |
---|---|---|---|
1 | +2 | Favored Enemy, Natural Explorer, Deft Explorer (optional), Favored Foe (optional) | - |
2 | +2 | Spellcasting, Fighting Style | 2 |
3 | +2 | Primeval Awareness, Ranger Conclave : Gloom Stalker, Primal Awareness Deviation (optional), Conclave Feature : Gloom Stalker Magic, Dread Ambusher, Umbral Sight | 3 |
4 | +2 | Ability Score Improvement | 3 |
5 | +3 | Extra Attack | 4 |
6 | +3 | Favored Enemy improvement , Natural Explorer Improvement, Deft Explorer Improvement (optional) | 4 |
7 | +3 | Conclave Feature : Iron Mind | 5 |
8 | +3 | Ability Score Improvement, Fleet of Foot | 5 |
9 | +4 | 6 | |
10 | +4 | Natural Explorer Improvement, Hide in Plain Sight, Deft Explorer Improvement (optional), Nature's Veil (Optional) | 6 |
11 | +4 | Conclave Feature : Stalker's Fury | 7 |
12 | +4 | Ability Score Improvement | 7 |
13 | +5 | 8 | |
14 | +5 | Favored Enemy Improvement, Vanish | 8 |
15 | +5 | Conclave Feature : Shadowy Dodge | 9 |
16 | +5 | Ability Score Improvement | 9 |
17 | +6 | 10 | |
18 | +6 | Feral Senses | 10 |
19 | +6 | Ability Score Improvement | 11 |
20 | +6 | Foe Slayer | 11 |
Ranger Level | Spell |
---|---|
3rd | Speak with Animals |
5th | Beast Sense |
9th | Speak with Plants |
13th | Locate Creature |
17th | Commune with Nature |
Ranger Level | Spell |
---|---|
3rd | Disguise Self |
5th | Rope Trick |
9th | Fear |
13th | Greater Invisibility |
17th | Seeming |
You start with the following equipment, in addition to the equipment granted by your background:
Level | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|
1 | - | - | - | - | - |
2 | 2 | - | - | - | - |
3 | 3 | - | - | - | - |
4 | 3 | - | - | - | - |
5 | 4 | 2 | - | - | - |
6 | 4 | 2 | - | - | - |
7 | 4 | 3 | - | - | - |
8 | 4 | 3 | - | - | - |
9 | 4 | 3 | 2 | - | - |
10 | 4 | 3 | 2 | - | - |
11 | 4 | 3 | 3 | - | - |
12 | 4 | 3 | 3 | - | - |
13 | 4 | 3 | 3 | 1 | - |
14 | 4 | 3 | 3 | 1 | - |
15 | 4 | 3 | 3 | 2 | - |
16 | 4 | 3 | 3 | 2 | - |
17 | 4 | 3 | 3 | 3 | 1 |
18 | 4 | 3 | 3 | 3 | 1 |
19 | 4 | 3 | 3 | 3 | 2 |
20 | 4 | 3 | 3 | 3 | 2 |
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. Source: Xanathar's Guide to Everything
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Transmutation Magic
0-level (Cantrip) Transmutation
Basic Rules, pg. 256
1-level Transmutation
You touch a creature. The target's speed increases by 10 feet until the spell ends.
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
PHB: P. 251
1-level Divination
Statblocks for your Trinkets, businesses, building, castles, empires.