Eloria* | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Eloria*

Ranger 14 Class & Level
Noblander Background
Elf Race
NG Alignment

Strength 14
+2
Dexterity 20
+5
constitution 10
+0
intelligence 12
+1
wisdom 17
+3
charisma 12
+1
Total Hit Dice 11
Hit Die
1d10+0
+5 proficiency bonus
+7 Strength
+10 Dexterity
+0 Constitution
+1 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+10 Acrobatics
+8 Animal Handling
+1 Arcana
+2 Athletics
+3 Deception
+1 History
+9 Insight
+3 Intimidation
+1 Investigation
+3 Medicine
+1 Nature
+10 Perception
+1 Performance
+7 Persuasion
+1 Religion
+10 Sleight of Hands
+10 Stealth
+8 Survival
skills

 
20
Armor Class
108
Hit Points
+5
Initiative
35
Speed
WeaponAttackDamage
Chakram 1d20+14 = 5 Pro + 5 Dex +2 ranged + weapon 1d8+1d8+1d6+1d6+1d6+1d12+2+2+5 fire, dmg, frost, acid, radiant, force, weapon, ranged, Dex
Elven Curved Blade 1d20+10 = 5 Pro + 5 Dex 1d10+1d8+5 fire dmg, Dex
Composite Long Bow 1d20+13 = 5 Pro + 5 Dex + 2 range + 1 Bow 1d8+1d8+1d6+2+5+3d6poison(DC13Consave-fail=1/2dmg,0HP=Paralyzed1hr.) fire dmg, bow, electric, range, Dex
Don't forgetSharp Shooter &Elven Accuracy
Attacks
• Light & Med. armor
• Shields
• Simple & Marshall weapons
• Jewelry Kit
• Str & Dex saves
• Acrobatics & Survival | Perception | Animal handling, Stealth, & Insight |
• Fortune Telling

• Language:
▪︎Elven
▪︎Draconic
▪︎Common
▪︎Sylvan
▪︎Goblin
▪︎Giant
▪︎Celestial
Proficiences
Spells Known: 8
Slots: 1st: 4, 2nd: 3, 3rd: 3, 4th: 1

L. 1 Spells:
• Hunter's Mark
• Cure Light Wounds
• Hail of Thorns

L. 2 Spells:
• Pass Without a Trace
• Beast Sense
Spellcasting
• Rings:
▪︎Invisibility
▪︎Spell holding: 2, 1st or 1st & 2nd
▪︎Private Sanctum
▪︎Concentration
• Paint Brush of permanent protection.
• Ranger Kit (28 Ib)
▪︎Bed Role
▪︎Iron Pot
▪︎Flint & Steel
▪︎Mess Kit
▪︎Rope: 40', 10', 3: 50'
▪︎Torches: 10
▪︎Water Skin
▪︎Belt Pouch
• Healing Potions (1 Ib/10):
▪︎1d8 +3: 2
• Satellite Map
• Thieves Tools: 3 Lock Picks (1Ib)
• Magical Monocle (+3 Appraise)
• Magical Compass
• Precious Handcrafted Medallion from Sadon
• Amulet of Wild Speech (Wooden Medallion from the Bastian Tree): Speak to Maki, & focus to speak to animals.
• Paper: 5
• Ink Vile
• Ink pen: 3
• Dust of Silence/Invisibility: 1.5 Viles
• Med. Bag of Gems
• Potions of Nature's Path: 2
• Empty Viles: 5
• Strange Purple Stone (shaped like skipping rock & tingles)
• Grappling Hook (1Ib)
• Winters Coats (10Ib/ea)
• Leather Armor
• Rations: 6 Weeks & 1 Days
• Winter Wolf Teeth: 10
• " Claws: 8
• " L. Pelt/Blanket (36Ib)
• " Freeze Breath
• Girallion (Logrash) Snugly: high quality (36Ib)
• Sketch of: 3 banners of deities who do not match & a mural found in the frozen mansion in Heart Ice Valley
• Silver Candle Manora (Tiln's signature)
• Crushed construct heart
• Gem increased gold jiroscope (most of it, part could be inserted in a cog)
• Runechalk:
2 uses:
square (automatically stabilize)
Circle (protection against evil)
10 uses
Words (20 uses)
4 words per use are written in the clouds
Heavily used flint & steel
12 gold rings
5 viles greenish/yellow viscus (unstable Healing potions 2d12)
• 10 Flytrap barbs (2Ib/ea)
• 1 spotless necklaces from the white in the tree
• 2 Stirge Proboscises
• 1 High Quality Capibara Skin Kar's size
• Gi. Wasp Stingers
• Forest Drake Parts:
▪︎Teeth
▪︎Poison Glad
▪︎Scales 10
• Cracked Iridescent (glows) Spendle Shifting Colors: Con. Sav. for breathing under water. - Floats above head.
Gontlet - Elecrum=gold/silver (magical)
☆ Red Dragon Scales (Robin Hood Hat with fancy plume): Once per day, when take Dmg look like I burned away.
  • Nothic Creature: 1 tooth, eye, nerve, & 4 claws


  • Sell ?:
    • Fancy Flutes: 3
    • Leach's Tooth
    Equipment
    • Confident
    • Proper
    • Wise
    • Persistent
    • Stubborn

    Personality Traits
    • Protect those under my authority
    • Protect Lives: animal, humanoid, nature
    • Always get paid
    • ☆JEWELS☆
    • Remember the wisdom of the wise
    Ideals
    Maki, the best friend there is.
    Bonds
    As my Dad always says, "Secrets are all around, stick around & you'll see. Beware of the listening ears."
    Flaws
    Alignment:
    +1 Good: Increase healing by 1hp

    Feats:
    • Sharp Shooter:
    ▪︎ No range disadvantages
    ▪︎ Ignore cover (except full)
    ▪︎ Option: -5 Atk for +10 Dmg

    • Elven Accuracy:
    ▪︎ Range Atk: 3× advantage (w/ advantage on range add additional advantage)

    • Volley:
    ▪︎Range Atk: Make Atk on everything seen w/in 10' of target.


    • Fey Ancestry: Advantage vs charm & immune to magic sleep

    • Trance sleep

    • Wood Elf: Masc of the Wild - hide w/ partial natural cover

    • Favorite Enemy: Goblins +2 Dmg., Giants +4 Dmg. & Adv on saves,
    ▪︎Advantage: Wis, Survival (Tracking), Int (Recall info about them), Learn their lang.,

    • Favorite Terrain: Woods, Mountains,
    ▪︎Ignore dif. terrain, Adv.: Init, Attacks against creatures that haven't acted yet on the 1st round, Don't slow # = to my lvl during travel, Travel alone - full speed stealth, Forage x 2, Always alert while travelling, While tracking you know the exact number and size of the creatures you are tracking, as well as when the tracks were made.

    • Fighting Style - Archery: +2 Dmg range atk

    • Primeval Awareness - Beginning at L. 3, your mastery of ranger lore allows you to establish a powerful link to beasts & to the land around you. You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds & gestures, you can communicate simple ideas to a beast as an action, & can read its basic mood & intent. You learn its emotional state, whether it's affected by magic of any sort, its short-term needs (such as food or safety), & actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 min. Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 min. uninterrupted in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present w/in 5 miles of you. This feature reveals which of your favored enemies are present, their #'s, & the creatures’ general direction/distance (in miles) from you. If there are multiple groups of your favored enemies w/in range, you learn this information for each group.

    • Fleet of Foot - Dash as a bonus action.
    -----------------------------------------------
    Hunter
    ------------
    Hunter's Prey (colossus) 1d8 fire dmg on hit.

    Extra Attack

    Defensive Tactics (Wind Stance): +1 AC per 10' movement (no circles!).

    -----------------------------------------------
    Bond Enhancement:
    ----------------------------------------------

  • Bond strengthens! Know Maki's direction (if on same plane) magic interference blurs it (makes approximate).

  • W/in 30' of me she heals 1/2 of what I heal magically.
  • Features & Traits

    Heroes Enabled

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

    Mantle of the Warden

    Adventuring Gear

    Nature’s Heart

    After spending at least one sunrise and one sunset in a region, the wearer can sense the spirit of the region.   Each time the wearer prepare they prepare their spells following this, they may choose to contact the spirit and attempt attunement.   Once contacted, the spirit tests the wearer. The exact nature of this test depends entirely on the region in which this ability is used, and can be extremely dangerous if used carelessly.   If the spirit is impressed, then the wearer becomes attuned to that spirit, and may ask the spirit one question each day during daily preparations.  

    Nature’s Mind

    Being attuned to a spirit gives the wearer access to the knowledge of the land.   While attuned to a spirit, that spirit’s primary terrain type becomes your favored terrain. If it is already a favored terrain then the bonus increases by +2.  

    Nature’s Body

    While attuned to a spirit, the wearer can transform into an object typical of the spirit’s primary terrain (e.g. a tree for forests, a boulder for mountains, etc.)   The wearer can stay in this form until the next sunrise or sunset, and may not use this ability again until they finish a long rest.  

    Nature’s Enlightenment

    By spending more time in a given region, the wearer may reach higher levels of attunement with that spirit.   By spending one week in a region to which the wearer is attuned they may become aligned.   By spending one month in a region with which the wearer is aligned they may become unified.   By spending a year and a day in a region with which they are unified they can become one with the land.   Each increase of attunement gives great increase of power, but such power does not come without cost. Legendary (this item requires attunement) [Divination]

    This cloak initially appears tattered and worn as if from extensive travel. On closer examination, however, the fabric is incredibly well crafted, repels water, and seems durable enough to withstand the harshest of journeys.

    Weight: 1lb


     

    Acwindel

    Weapon Finesse Varies (this item requires attunement) [Transmutation]

    This beautiful 10-Ring Sword seems to have been crafted seamlessly from a single emerald, and nearly pulses with magical energy. While unsheathed, Acwindel wooshes dramatically as it moves and glimmers in even the sparsest light. These effects continue even when sheathed unless the sheath itself is a work of master craftsmanship visibly worth at least 1000gp. When you look closely at the blade, you see the shapes of a curtain of vines running down the center of the sword, from tip to pommel. These vines all seem to emanate from a ball of roots within the crossguard. On closer inspection, the vines seem to be shifting and moving within the sword.   When found, Acwindel has only one of its rings. Much like the rest of the sword, the ring seems to be crafted from a single gem, with no discernable cracks or openings. How it came to be on looped onto the sword is a question for the scholars.   With each ring that is recovered, Acwindel, and her wielder, gain powers, which are listed below.   Acwindel functions as a magical Longsword, and gains a bonus to attack and damage rolls equal to the number of reclaimed rings. In addition, Acwindel counts as Magical for the purposes of overcoming Resistance to non-magical weapons.   Blade of Heroes: Acwindel is not designed for subtlety. While unsheathed, it whirrs and wooshes loudly, granting disadvantage on Stealth checks. It is guaranteed to draw attention to itself in nearly any situation unless it is sheathed.   Call to Adventure: While wielding Acwindel, your speed increases by 30ft as winds push you onward. This ability ceases to function if you are attempting to escape.  

    First Ring

      Champion Slayer: As a bonus action, you may run on the wind at a blinding speed, travelling up to 30ft in an instant without provoking opportunity attacks. This does not have to be in a straight line. As part of this movement, you may make one attack with Acwindel against a creature that is within 5ft of your path. This attack ignores resistance to Slashing damage.   Once you use this ability, you cannot use it again until you finish a Short Rest.  

    Second Ring

      Fall of the Proud: As an action, you may expend one use of Champion Slayer to strike at flying foes. As part of this action, you can jump 10ft vertically (or 20ft horizontally) for each ring on Acwindel, and make one attack on an enemy who is within 5ft of you at any point in the jump.   If your attack hits and this enemy is flying, then they must make a saving throw appropriate to their method of flight (i.e. Dexterity for winged flight, Intelligence for magical flight, etc.) as determined by the GM.   If they fail, then they are rocketed back toward the earth and take 1d6 damage for every 10ft they fall. If they fail by 5 or more, then they are also knocked prone. If they succeed, they lose half of their altitude before catching themselves.   The target gains advantage on the saving throw for each size category they are larger than you by.  

    Third Ring

    Unstoppable Fate: when you drop to 0 HP, you do not fall unconscious (unless you want to). Instead you become Staggered. You must still make death saves at the end of each of your turns (and you have a -1 to the death save if you use a violent action during your turn), and whenever you would take damage you fail 2 death saves as normal.   Other abilities will be revealed as you find more rings...

    Type Damage Damage Range Properties
    Martial Melee 1d8 / 1d10 Slashing Finesse

    Cost: Pri Weight: 2lbs.


     

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Harroc Makail (Maki)

    Animal Companion 13 Class & Level
    Animal Companion Background
    Leopard Race
    NG Alignment

    Strength 16
    +3
    Dexterity 22
    +6
    constitution 14
    +2
    intelligence 3
    -4
    wisdom 12
    +1
    charisma 8
    -1
    Total Hit Dice 12
    Hit Die
    1d8+2
    +5 proficiency bonus
    +9 Strength
    +11 Dexterity
    +7 Constitution
    -4 Intelligence
    +1 Wisdom
    -1 Charisma
    saving throws
    +11 Acrobatics
    +1 Animal Handling
    -4 Arcana
    +9 Athletics
    -1 Deception
    -4 History
    +1 Insight
    +2 Intimidation
    -4 Investigation
    +1 Medicine
    -4 Nature
    +6 Perception
    -1 Performance
    -1 Persuasion
    -4 Religion
    +11 Sleight of Hands
    +11 Stealth
    +7 Survival
    skills

     
    20
    Armor Class
    119
    Hit Points
    +6
    Initiative
    40
    Speed
    NameAtkDmgSpecial
    Chomp 1d20+11 1d10+6 3d10+6 if prey prone & grappled
    Pounce 1d20+11 1d10+6 prey Str. Save, fail=PRONE & GRAPPLED
    Attacks
    Dark Vision: 60'
    Armor: Med boarding
    Weapons: Natural Weapons
    Saving Throws: Con, Dex,
    Skills: Survival, Perception, Stealth,
    Ability Save DC=8+Dex(6)+Pro(5)=19
    Proficiences
    Strong & Beautiful
    Spellcasting
    - Leopard costumed boarding
  • Fancy saddle bags
  • Equipment
    Maki is loving, cuddly, & playful with those of whom she considers friends. Everything changes if you attack Eloria, though...all hell breaks loose.
    Personality Traits
    Eloria Bond Increase: w/in 30' advantage to fear.
    Bonds
    STALWART COMPANION:
    - Bond = Immune to manipulation/control attempts by others & advantage against Charm spells
    - when you succeed a dex save, you take no effects, and when you fail, you take half damage.

    NATURAL WARRIOR:
    - Stalker: Dmg/Atk=Dex(6), +4 to Dex score

    MYSTICAL BOND:
    - Supernatural Bond: scene each other's heart beat, know if alive. Self spells can be cast on Maki by touch.

    UNCANNY UNDERSTANDING:
    - Maki understands Elvish
    - Favorite Enemy: Giants +2 Atk/Dmg

    ------------------------------------------------------------------------------------------------------------------------------------------------------

    TRICKS:
    - Mount/Ride/Elf Launcher
    - ANOTHER TRICK DECIDE

    ------------------------------------------------------------------------------------------------------------------------------------------------------


    HUNTER:
    - Natural Camo: in Forests - Stealth Check Proficiency Bonus is doubled
    - Hunter's Style: Pouncer
    ~ Jump 20' straight line atk: prey must make Str. Save, Fail=PRONE & GRAPPLED
    ~ Prey Unaware: prey dis-adv. on Str. Save (not have to be 20' jmp)
    ~ Prone Prey: Extra dmg. d10
    ~ Grappled: An additional Extra dmg. d10
    - Hunter Senses:
    - Sent: Adv. prescription checks relying on smell
    Features & Traits

    Heroes Enabled

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Maki

    Large Giant Leapord Retainer , Neutral Good

    Armor Class 15
    Hit Points 4
    Speed 40ft

    STR
    0
    DEX
    0
    CON
    0
    INT
    0
    WIS
    0
    CHA
    0

    Skills Primary Ability (+4): Strength, Dexterity
    Primary Saves (+6): Strength, Dexterity, Constitution
    Primary Skills (+6): Athletics, Acrobatics
    Everything Else: +3
    Senses Lowlight Vision, Scent
    Challenge ?


    Description

    Health Levels: when an attack succeeds against Mackey, she makes a Constitution Saving Throw against the average damage of the attack. On success, she looses no Hit Points. On failure, she looses a number of Hit Points (a.k.a. Health Levels) equal to the number of damage dice on the attack. When being healed, each short rest, or each die of healing heals one Health Level.
    Armor: Medium: 15

    Ideals

    Eloria deserves to live a rich, full life. I suppose these other two-leggers are pretty cool too.

    Bonds

    Eloria's safety is my first concern.

    Flaws

    I... Hate... Water...



    One Heart: when Eloria casts a spell that targets herself, she can use her bonus action to cast it on her instead. Spells cast in this way have a range of Touch.


    Actions

    Signature Attack

    Claws: +6 (2d6+5)  

    Special Actions

    3RD-LEVEL Pounce (3/day): Mackey immediately makes one Signature Attack. If it hits, the target must succeed a DC 14 Strength check or be knocked prone and become restrained.


     

    Ja'yal

    Skinwalker 6 Class & Level
    Background
    Kalashtar Race
    Alignment

    Strength 8
    -1
    Dexterity 12
    +1
    constitution 14
    +2
    intelligence 14
    +2
    wisdom 18
    +4
    charisma 11
    +0
    Total Hit Dice 6
    Hit Die
    1d8+2
    +0 proficiency bonus
    +0 Strength
    +0 Dexterity
    +0 Constitution
    +0 Intelligence
    +0 Wisdom
    +0 Charisma
    saving throws
    +0 Acrobatics
    +0 Animal Handling
    +0 Arcana
    +0 Athletics
    +0 Deception
    +0 History
    +0 Insight
    +0 Intimidation
    +0 Investigation
    +0 Medicine
    +0 Nature
    +0 Perception
    +0 Performance
    +0 Persuasion
    +0 Religion
    +0 Sleight of Hands
    +0 Stealth
    +0 Survival
    skills

     
    11
    Armor Class
    55
    Hit Points
    +0
    Initiative
    30ft
    Speed
    Attacks
    In Humanoid Form:
    + her level to Wisdom and Constitution stuff.
    + 1/2 her level to everything else.

    In Transformed Form:
    + her level to attack rolls, Wisdom stuff, and things that the animal's physique helps with (e.g. the wolf physique helps with stealth and athletics, but not so much with slight of hand).
    + 1/2 her level to anything else.
    Proficiences

    RACIAL
    -----------
    DUAL MINDS: you have Advantage on Wisdom Saves.

    MENTAL DISCIPLINE: you have Resistance to Psychic damage.

    MIND LINK: you have telepathy at a range of 10ft per level. The creature must have at least one language to understand you, but it does not have to be the language you are speaking. Creatures can also respond telepathically when you talk to them in this way.

    SEVERED FROM DREAMS: you don't dream, but you still sleep.

    ----------------------------
    CLASS (Skinwalker)
    ----------------------------
    VERMIN FORM: (1/short rest) you can use your bonus action to transform into a vermin that is local to the area you are currently in.

    GANG UP: When your allies deal damage to an enemy you are flanking, they can also attempt to shove them 5ft or knock them prone as part of the attack.

    DIREWOLF FORM: (3/long rest) use your bonus action to turn into a Direwolf with the following stats.
    -----------
    HP: 37 Speed: 50ft
    AC: 14
    Str: 17 (+3) Dex: 15 (+2) Con: 15 (+2)

    KEEN HEARING AND SMELL: advantage on perception checks to hear or smell.

    BITE: +6 to hit (2d6 + 3 Piercing + Strength Save (DC 14) or knocked prone).
    -----------

    TRUESHIFTING: while you are transformed, you count as a Beast for the purposes of abilities and spells. (i.e. Speak With Animals affects you, Hold Person does not).

    ALLOSAURUS FORM: you use your bonus action to transform into an Allosaurus with the following stats.
    ---------
    HP: 51 Speed: 60ft
    AC: 13

    POUNCE: if you move at least 30ft in a straight line before hitting with a Claw attack, the victim must succeed a DC 13 Strength Save or be knocked prone. If it is knocked prone, use your bonus action to make a Bite attack against the victim as well.

    BITE: +6 (2d10 + 4 Piercing)
    CLAW: +6 (1d8 + 4 + Pounce (maybe))
    ---------

    SHIFTING HUNTER: your attacks count as Silvered while you are transformed.

    GIANT SCORPION FORM: you use your bonus action to transform into a Giant Scorpion with the following stats.

    ----------
    HP: 52
    AC: 15

    BLINDSIGHT (tremmorsense): like Toff, you sense vibrations in the ground. In a 60ft radius, you can see anything that is connected to the ground.

    MULTIATTACK: claw, claw, sting.
    CLAW: +6 (1d8+2 Bludgeoning + grappled (escape DC 12)).
    STING: +6 (1d10 + 2 Piercing + 4d10 Poison Damage (DC 12 Con Save halves the poison damage)).
    ----------

    EMPOWERED FORMS: your transformations are empowered as listed below.
  • GET OVER HERE (scorpion): your scorpion stinger has a range of 20ft. If it hits, the enemy is pulled to you.
  • CLEVER GIRLS (allosaurus): your allosaurus pounce deals an extra 2d6 damage if at least 10ft of your movement was out of sight of your victim.
  • TERRIBLE HOWL (wolf): as an action you can howl. Enemies within 120ft must make a Wisdom Save or become Frightened of you until the end of your next turn. If they fail by 5 or more, they flee you for one round and are frightened for 1 minute. If they roll a natural 1, they cower in place and are paralyzed with fear for 1 round, then are frightened and must flee you for 1 minute.
  • SNEAKY VERMIN (vermin): while in vermin form, use your action to become invisible for 1 minute or until you use a spell, attack, or similar.
  • Features & Traits

    Heroes Enabled

    Statblocks for your spells.

    Level 1 Spells

    SRD

    Cure Wounds

    1-level Evocation

    Casting Time 1 action
    Range touch
    Duration Instantaneous
    Components V, S

    A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. 2nd level 2d8 , 3rd level 3d8 , 4th level 4d8 , 5th level 5d8 , 6th level 6d8 , 7th level 7d8 , 8th level 8d8 , 9th level 9d8 .

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

    Player's Handbook

    Hail of Thorns

    1-level Conjuration

    Casting Time 1 bonus action
    Range Self
    Duration Concentration, up to 1 min.
    Components V

    The next time you hit with a ranged weapon attack, in addition to the normal effects of the attack, the target and each creature within 5 feet of it must make a Dexterity save. A creature takes 1d10 piercing damage on a failed save, or half as much on a success.
    At higher levels: The damage increases by 1d10 for each slot level above 1st, to a maximum of 6d10.

    Class(es): Ranger

    PHB, page 251 SRD

    Hunter's Mark

    1-level Divination

    Casting Time 1 action
    Range 90ft
    Duration Concentration, 1 hour
    Components V

    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.

    Class(es): Ranger

    Player's Handbook

    Ensnaring Strike

    1-level Transmutation

    Casting Time 1 bonus action
    Range Self
    Duration Concentration, 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 use 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): Ranger

    Level 2 Spells

    Beast Sense

    2-level Divination (ritual)

    Casting Time 1 action
    Range Touch
    Duration Concentration, 1 Hour
    Components S

    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.

    Class(es): Druid, Ranger

    SRD

    Pass without Trace

    2-level Abjuration

    Casting Time 1 action
    Range Self
    Duration Concentration, Concentration, up to an hour
    Components V, S, M
    Materials Ashes from a burned leaf of mistletoe and a sprig of spruce

    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.

    Class(es): Druid, Ranger

    Xanathar's Guide to Everything

    Healing Spirit

    2-level Conjuration

    Casting Time: 1 Bonus Action
    Range/Area: 60 ft
    Components: V, S
    Duration: Concentration, up to 1 minute
    You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.
    Available for: Druid, Ranger

    Level 3 Spells

    Conjure Barrage

    3-level Conjuration

    Casting Time 1 Action
    Range Self (60 ft Cone)
    Duration Instantaneous
    Components V, S, M
    Materials One piece of ammunition or a thrown weapon

    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.

    Class(es): Ranger

    Lightning Arrow

    3-level Transmutation

    Casting Time 1 Bonus Action
    Range Self
    Duration Concentration, 1 Minute
    Components V, S

    The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.   Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.   The piece of ammunition or weapon then returns to its normal form.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

    Class(es): Ranger

    Level 4 Spells

    Xanathar's Guide to Everything

    Guardian of Nature

    4-level Transmutation

    Casting Time 1 bonus action
    Range Self
    Duration Concentration, Up to 1 minute
    Components V

    A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.

    Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
    • You walking speed increases by 10 feet.
    • You gain darkvision with a range of 120 feet.
    • You make Strength-based attack rolls with advantage.
    • Your melee weapon attacks deal an extra 1d6 force damage on a hit.
      Great Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:
    • You gain 10 temporary hit points.
    • You make Constitution saving throws with advantage.
    • You make Dexterity- and Wisdom-based attack rolls with advantage.
    • While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.

    Class(es): Druid, Ranger

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