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Nanya Bisnest

5 Level (0/14000 XP for level-up) Haunted One Background Human (Variant) Race / Species / Heritage Neutral Good Alignment
Ranger (Swarmkeeper)
Level 5
Hit Dice: 5/5
1d10+3 Class 1

STR
18
+4
DEX
15
+2
CON
16
+3
INT
13
+1
WIS
14
+2
CHA
12
+1
53
Hit Points
+2
Initiative (DEX)
20
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
Spellcasting ...
+5 Attack mod
WIS Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+7 Strength
+5 Dexterity
+3 Constitution
+1 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+4 Arcana INT
+4 Athletics STR
+1 Deception CHA
+1 History INT
+5 Insight WIS
+1 Intimidation CHA
+4 Investigation INT
skills
+2 Medicine WIS
+4 Nature INT
+5 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+8 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Fulcrum Yklwa +4 STR 1d8+4 Piercing
Dagger +4 STR 1d4+4 Piercing
Longbow +2 DEX 1d8+2 Piercing
Glaive +4 STR 1d10+4 Slashing
Attacks

Spell Book

Starting Stats: STR 15 - DEX 14 - CON 14 - INT 13 - WIS 14 - CHA 12
Updated Starting Stats: STR 16 - DEX 14 - CON 16 - INT 13 - WIS 14 - CHA 12
Ranger Details
Racials

Extra Language - Elvish
ASI +1 - DEX & STR
Racial Proficiency: Perception
Class Skills Proficiency: Investigation, Insight, Nature
Background Skills Proficiency: Arcana, Survival

 

Feats

Polearm Master
2nd level Fighting Style: Defensive (+1 AC)
Rebalance of Nature
Prerequisite: Ranger
Spending your days as a guardian of the natural world, you have attuned your senses against incursions from the lower planes.
  • Increase your Strength score by 1, to a maximum of 20.
  • When making an attack roll against Fiends, your critical threat range with polearms is increased by 1.
  • When you score a critical hit against a Fiend with a polearm, it is afflicted with the blinded condition until the start of your next turn. This effect pierces immunity to the blinded condition.
  • You may use a Wisdom (Survival) skill check to recognize signs of fiends instead of a different relevant check.

  •  

    Features & Traits
    Currency: 1700gp
    Equipped Gear

    1x Dagger
    1x Glaive
    1x Fulcrum Yklwa
    20x Arrows
    1x Shield
    1x Half-Plate
    1x longbow
    1x Cool looking Hat

     

    Dungeoneer's Pack

    1x Adventurer's Membership Card
    [spoiler]
    1x Bedroll
    1x Crowbar
    1x Manacles
    1x Oil (Flask)
    1x Rope (50ft)
    1x Hammer
    1x Holy Water
    1x Mirror
    1x Torch
    1x Silver Coin

     


    Inventory

    1x Heward's Handy Haversack
    90x Harpy Feather
    10lbs of Venison Jerky
    1x Tarot card deck (missing THE FOOL card)
    1x Card (Furious Roaring Lion and Flames #8)
    1x Fishing Rod and Tackle
    1x Glowstick
    2lbs of Shark meat
    1x Author's Notes (HAMLET)
    1x Scale Mail
    25x Rations (25 days worth)
    2x Basic Health Potions
    1x Greater Healing potion
    1x Comfortable blanket
    1x Moth Plushie
    1x Black Cape of Glittering stars


     


    Hidden in Beehive

    5x Shark Teeth
    20x Caltrops (1 Use) (RP Glowing and Crystalline Pyramids)
    1x Shark skin (On top of beehive)

     

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Prepared Spells
    Hunter's Mark
    Cure Wounds
    Zephyr Strike
    Healing Spirit

    Permanent Prepared Spells
    Cantrip: Mage Hand
    Faerie Fire
    Speak with Animals
    Beast Sense
    Web
    Spellcasting
    Proficiencies: Investigation, Insight, Nature, Arcana, Perception, Survival
    Languages: Abyssal, Infernal, Common, Elvish, Goblin, Sylvan

    Ranger

    EVP: 8
    Favored Foes
    When you hit a creature with an attack roll, you can mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
    The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

    Deft Explorer
    You are an unsurpassed explorer and survivor. Choose one of the following benefits, and then choose another one at 6th and 10th level.

    Canny (level 1)
    Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don't already have it, and you can add double your proficiency bonus to ability checks using that skill.
    In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice.

    Roving (level 5)
    Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

    Tireless (level 10)
    As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

    In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

     



    Languages & Proficiencies
    I live for the thrill of the hunt.

    Personality Traits
    I kill monsters to make the world a safer place, and to exorcise my own demons. (Good)

    Ideals
    I would sacrifice my life and my soul to protect the innocent.

    Bonds
    I feel no compassion for the dead. They’re the lucky ones.

    Flaws
    Cage of Stinger's

    Cage of Stingers
    Wondrous (Lantern) - Weightless - Soulchain Attunement

    This lantern is made up of densely packed layers of straw, a hexagonal pattern stretches across its surface, and the sound of bees buzzing rings out from within.

    Bee Aware. You can ritually cast the Find Familiar spell from this item but your Familiar always takes the form of a Bee, with the following statistics:

    Bee Around Me. When the familiar conjured from this item is sharing your space, your Swarmkeeper abilities are enhanced.
    When using your Gathered Swarm feature, you gain access to the following additional effects:

  • You can re-roll the extra 1d6 and must use the new roll.
  • When a creature is moved away from you in this way, you can make an Opportunity Attack against them using your reaction.
  • When your swarm moves you in this way, you gain a fly speed equal to your walking speed until the end of your next turn.

  •  

    Notes


    ™ & © 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.

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