+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+3 | Strength | |
+6 | Dexterity | |
+2 | Constitution | |
+1 | Intelligence | |
+4 | Wisdom | |
+0 | Charisma |
+4 | Acrobatics | DEX | |
+6 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+3 | Athletics | STR | |
+0 | Deception | CHA | |
+1 | History | INT | |
+6 | Insight | WIS | |
+0 | Intimidation | CHA | |
+1 | Investigation | INT |
+4 | Medicine | WIS | |
+3 | Nature | INT | |
+6 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+1 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+6 | Stealth | DEX | |
+4 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dagger | +6 | DEX | 1d4+4 | Piercing | |
Finesse, Light, Thrown, Nick | |||||
Longbow | +6 | DEX | 1d8+4 | Piercing | |
Ammunition, Heavy, Range, Two-Handed, Slow | |||||
Khopesh | +3 | STR | 1d8+1 | Slashing | |
Versatile (1d10), Disarming (Basically Long Sword) |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
• (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
Ranger Level | Spells |
---|---|
3rd | create or destroy water |
5th | see invisibility |
9th | haste |
13th | giant insect |
17th | insect plague |
Level | Proficiency Bonus | Spells Known | 1st | 2nd | 3rd | 4th | 5th | Features |
---|---|---|---|---|---|---|---|---|
1st | +2 | - | - | - | - | - | - | Favored Enemy, Natural Explorer |
2nd | +2 | 2 | 2 | - | - | - | - | Fighting Style, Spellcasting |
3rd | +2 | 3 | 3 | - | - | - | - | Ranger Archetype, Primeval Awareness |
4th | +2 | 3 | 3 | - | - | - | - | Ability Score Improvement |
5th | +3 | 4 | 4 | 2 | - | - | - | Extra Attack |
6th | +3 | 4 | 4 | 2 | - | - | - | Favored Enemy and Natural Explorer improvements |
7th | +3 | 5 | 4 | 3 | - | - | - | Ranger Archetype feature |
8th | +3 | 5 | 4 | 3 | - | - | - | Ability Score Improvement, Land's Stride |
9th | +4 | 6 | 4 | 3 | 2 | - | - | - |
10th | +4 | 6 | 4 | 3 | 2 | - | - | Natural Explorer Improvement, Hide in Plain Sight |
11th | +4 | 7 | 4 | 3 | 3 | - | - | Ranger Archetype feature |
12th | +4 | 7 | 4 | 3 | 3 | - | - | Ability Score Improvement |
13th | +5 | 8 | 4 | 3 | 3 | 1 | - | - |
14th | +5 | 8 | 4 | 3 | 3 | 1 | - | Favored Enemy improvement, Vanish |
15th | +5 | 9 | 4 | 3 | 3 | 2 | - | Ranger Archetype feature |
16th | +5 | 9 | 4 | 3 | 3 | 2 | - | Ability Score Improvement |
17th | +6 | 10 | 4 | 3 | 3 | 3 | 1 | - |
18th | +6 | 10 | 4 | 3 | 3 | 3 | 1 | Feral Senses |
19th | +6 | 11 | 4 | 3 | 3 | 3 | 2 | Ability Score Improvement |
20th | +6 | 11 | 4 | 3 | 3 | 3 | 2 | Foe Slayer |
Level | Prof. Bonus | Features | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Druidic, Spellcasting | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Wild Shape, Druid Circle, Wild Companion | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | — | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Wild Shape improvement, Ability Score Improvement, Cantrip Versatility | 4 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Druid Circle feature | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Wild Shape improvement, Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Druid Circle feature | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Druid Circle feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Timeless Body, Beast Spells | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Archdruid | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Level | Max CR | Limitations | Example |
---|---|---|---|
2nd | 1/4 | No Flying or Swimming speed | Wolf |
4th | 1/2 | No Flying speed | Crocodile |
8th | 1 | None | Giant Eagle |
You may pick either (a) or (b)
Druid Level | Circle Spells |
---|---|
3rd | Hold Person, Spike Growth |
5th | Sleet Storm, Slow |
7th | Freedom of Movement, Ice Storm |
9th | Commune With Nature, Cone of Cold |
Druid Level | Circle Spells |
---|---|
3rd | Mirror Image, Misty Step |
5th | Water Breathing, Water Walk |
7th | Control Water, Freedom of Movement |
9th | Conjure Elemental, Scrying |
Druid Level | Circle Spells |
---|---|
3rd | Blur, Silence |
5th | Create Food and Water, Protection From Energy |
7th | Blight, Hallucinatory Terrain |
9th | Insect Plague, Wall of Stone |
Druid Level | Circle Spells |
---|---|
3rd | Barkskin, Spider Climb |
5th | Call Lightning, Plant Growth |
7th | Divination, Freedom of Movement |
9th | Commune With Nature, Tree Stride |
Druid Level | Circle Spells |
---|---|
3rd | Invisibility, Pass Without Trace |
5th | Daylight, Haste |
7th | Divination, Freedom of Movement |
9th | Dream, Insect Plague |
Druid Level | Circle Spells |
---|---|
3rd | Spider Climb, Spike Growth |
5th | Lightning Bolt, Meld Into Stone |
7th | Stone Shape, Stoneskin |
9th | Passwall, Wall of Stone |
Druid Level | Circle Spells |
---|---|
3rd | Spider Climb, Web |
5th | Gaseous Form, Stinking Cloud |
7th | Greater Invisibility, Stone Shape |
9th | Cloudkill, Insect Plague |
Druid Level | Circle Spells |
---|---|
3rd | Blindness/Deafness, Gentle Repose |
5th | Animate Dead, Gaseous Form |
7th | Blight, Consfusion |
9th | Cloudkill, Contagion |
d6 | Map Form |
---|---|
1 | A scroll covered with depictions of constellations |
2 | A stone tablet with fine holes drilled through it |
3 | A speckled owlbear hide, tooled with raised marks |
4 | A collection of maps bound in an ebony cover |
5 | A crystal that projects starry patterns when placed before a light |
6 | Glass disks that depict constellations |
Druid Level | Spells |
---|---|
1st | Burning Hands, Cure Wounds |
3rd | Flaming Sphere, Scorching Ray |
5th | Plant Growth, Revivify |
7th | Aura of Life, Fire Shield |
9th | Flame Strike, Mass Cure Wounds |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Plane Shift - Amonkhet
Statblocks for companions, followers and other allies.
Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren't a savage who follows quarry into or through the wilderness. You're involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What's more, you aren't alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed. You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of thieves' guilds and street gangs. You might be a "velvet mask" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of Faerûn's great metropolises, such as Waterdeep or Baldur's Gate, or a less populous location, perhaps Luskan or Yartar—any place that's large enough to have a steady supply of potential quarries. As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn't fit with the group's objectives—but on the other hand, you can take down much more formidable targets with the help of your companions.
Feature: Ear to the Ground You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Use the tables for the criminal background in the Player's Handbook as the basis for your bounty hunter's traits and motivations, modifying the entries when appropriate to suit your identity as a bounty hunter. For instance, your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable.
Source: SCAG, page 153 |
---|
Statblocks for your spells.
PHB
0-level (Cantrip) Evocation
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level ( 2d6 ), 11th level ( 3d6 ), and 17th level ( 4d6 ).
PHB
0-level (Cantrip) Transmutation
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
1-level Abjuration
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
PHB
0-level (Cantrip) Enchantment
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
PHB
1-level Divination
You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
PHB
1-level Enchantment
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: 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. The creatures must be within 30 feet of each other when you target them.
PHB
1-level Transmutation
You either create or destroy water.
PHB
1-level Evocation
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.
PHB
1-level Divination
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
1-level Transmutation (ritual)
You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects: • If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again. • If there is edible forage within range, you know it and where to find it. • If there is clean drinking water within range, you know it and where to find it. • If there is suitable shelter for you and your companions with range, you know it and where to find it. • Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption. • Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.
PHB
1-level Abjuration
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends. A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends. After the trap is triggered, the spell ends when no creature is restrained by it.
Grimlore's Grimoire
1-level Conjuration
When you are unwillingly pushed or pulled in any direction, you call forth vines from the ground to wrap around your legs and prevent you from being moved until the start of your next turn. This spell can only be cast while you are on solid ground
Grimlore's Grimoire
1-level Transmutation
You channel the peculiarity of reptiles and gain the ability to shed your skin the same manner as a snake. If you cast this spell while being grappled, the condition ends, and you can move up to 15 feet away from your target without provoking attacks of opportunity.
Grimlore's Grimoire
1-level Necromancy
You extend your hand toward a creature you can see within
range and infect the target with a horrible disease, causing
their flesh to form pustules and smell of decay. The creature
must succeed on a Constitution saving throw or take 2d12
necrotic damage
At higher levels: When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d12 for
each slot level above 1st
Grimlore's Grimoire
1-level Conjuration
You raise your hands in a grasping gesture around a
creature's neck and begin to fill their lungs with water. The
target must succeed on a Constitution saving throw or take
1d8 cold damage, and on your turn(s), you can use your
action to deal 1d8 cold damage to the target automatically.
While the target is affected by the spell, it is considered to
be holding its breath. The target can hold its breath for 1 + its
Constitution modifier minutes (minimum of 30 seconds),
then begins choking. The spell ends if you use your action to
do anything else or the target moves more than 30 feet away
from you or dies. At the end of each of its turns, the target can
make a Constitution saving throw. On a success, the spell
ends.
This spell has no effect on creatures who don't need to
breathe or can breathe underwater.
Grimlore's Grimoire
1-level Divination
You touch a bone from a creature that has been dead for longer than 10 days but less than a year and are able to see a brief vision of how that creature died.
Grimlore's Grimoire
1-level Necromancy
Choose a creature that you can see within range. The target
must succeed on a Constitution saving throw or become
unable to cast spells that require a verbal component from 1
school of magic (your choice) for the duration. At the end of
each of its turns, the target can make a Constitution saving
throw. On a success, the spell ends.
At higher levels: When you cast this spell using a spell
slot of 2nd level or higher, you can select one addition school
of magic for each slot level above 1st.
Grimlore's Grimoire
1-level Transmutation
You call forth a column of dirt to rise out of the ground in a
space you can see within range. The pillar has a diameter of
5 feet, a height of 20 feet, an AC of 10 and 15 hit points.
If the pillar is created under a Medium or smaller creature,
that creature must succeed on a Dexterity save or be lifted by
the pillar. Large creatures make the save with advantage.
Huge or bigger creatures are unaffected as the earthen pillar
is unable to be created under the creature's weight. A Large
or smaller creature can choose to fail the save.
If the pillar is prevented from reaching its full height due to
contact with another solid surface, a creature on the pillar
takes 2d6 bludgeoning damage and is restrained. The
restrained creature can use an action to make a strength or
dexterity check (creature's choice) against the spell's save DC.
On a success, the creature is no longer restrained and must
either move or fall off the pillar
At higher levels: When you cast this spell using a spell
slot of 2nd level or higher, you can increase the height of the
pillar by 5 feet and the potential damage it deals by 1d6 for
each slot level above 1st.
Grimlore's Grimoire
1-level Transmutation
You target one creature you can see within range, causing
them to make a Strength saving throw. On a failed save the
target is restrained by dirt rising from the ground in the
shape of a fist.
The target may use its action to make a Strength saving
throw, breaking free from the earth's grasp on a successful
save.
Grimlore's Grimoire
1-level Transmutation (ritual)
You touch a piece of food (weighing up to 5 lbs), rotting it
from the inside, but maintaining its original taste, texture,
appearance and smell. If the piece of food is then eaten by a
creature within one hour, the creature must make a
Constitution saving throw or take 2d8 poison damage and
become poisoned until it completes a long rest. On a
successful save the creature takes half the damage and is not
poisoned. If the food is not eaten within one hour, it
succumbs to its rotten nature and spoils.
At higher levels: When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d8 for
each spell slot level above 1st.
PHB
1-level Evocation
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
PHB
1-level Abjuration
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
PHB
1-level Transmutation
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
PHB
1-level Abjuration
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
PHB
1-level Transmutation
You touch a creature. The target's speed increases by 10 feet until the spell ends.
At higher levels: 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
1-level Transmutation
You touch a creature. The creature's jump distance is tripled until the spell ends.
PHB
1-level Conjuration
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
PHB
1-level Evocation
A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.
PHB
1-level Transmutation
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
PHB
1-level Conjuration
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
PHB
1-level Evocation
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
PHB
1-level Conjuration
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
PHB
1-level Evocation
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
PHB
1-level Divination
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Statblocks for your Trinkets, businesses, building, castles, empires.