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Bloodystream

10 Level (0/85000 XP for level-up) Corporate/Jaws (Military Corp) Background Wagonborn Race / Species / Heritage Neutral Alignment
Horizon Walker Ranger
Level 10
Hit Dice: 10/10
1d10+3 Class 1

STR
13
+1
DEX
20
+5
CON
16
+3
INT
10
+0
WIS
18
+4
CHA
14
+2
130
Hit Points
+5
Initiative (DEX)
17
Armor Class (AC)
+4
Prof. Bonus
40(70)
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ...
+8 Attack mod
WIS Ability
+4 Abi Mod
16 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+5 Strength
+9 Dexterity
+3 Constitution
+0 Intelligence
+4 Wisdom
+2 Charisma
saving throws
+5 Acrobatics DEX
+4 Animal Handling WIS
+0 Arcana INT
+5 Athletics STR
+2 Deception CHA
+0 History INT
+12 Insight WIS
+2 Intimidation CHA
+0 Investigation INT
skills
+4 Medicine WIS
+0 Nature INT
+12 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+0 Religion INT
+5 Sleight of Hand DEX
+13 Stealth DEX
+12 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Heavy Crossbow +11 DEX 1d10+5 Piercing
 Ammunition (range 100/400), heavy, loading, two-handed
Attacks

Spell Book

Ranger Features



Favoured Enemy: Humanoid
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, 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, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

Natural Explorer
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

You ignore difficult terrain.

You have advantage on initiative rolls.

On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness.

You gain the following benefits when traveling for an hour or more:
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.

Expertise
You gain Expertise in two of your Skill Proficiencies of your choice.

Hunter's Spell
You are adept at focusing your ire on a single foe. You always have the Hunter’s Mark Spell prepared, and it doesn’t count against the number of Spells you can prepare. Moreover, you don’t have to concentrate on the Spell once you cast it; it lasts for its full duration, until you end it as a Bonus Action, or until you are Incapacitated.

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

Primeval Awareness
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.

You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and 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 minutes.

Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.

If there are multiple groups of your favored enemies within range, you learn this information for each group.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Greater Favored Enemy: Construct
At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.

Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.

Roving
Your Speed increases by 10 feet while you aren’t wearing Heavy Armor. You also have a Climb Speed and a Swim Speed equal to your Speed.

Fleet of Foot
Beginning at 8th level, you can use the Dash action as a bonus action on your turn.

9TH LEVEL
Expertise
You gain Expertise in two of your Skill Proficiencies of your choice.

Hide in Plain Sight
Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

Subclass: Horizon Walker


Horizon Walker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Horizon Walker Spells
Ranger Level Spells
3rd Protection from Evil and Good
5th Misty Step
9th Haste
13th Banishment
17th Teleportation Circle

Detect Portal
At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.

Once you use this feature, you can't use it again until you finish a short or long rest.

See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.

Planar Warrior
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.

As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

Ethereal Step
At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Race: Wagonborn


Size: Medium (Large when in wagon form)

Speed: 30ft (60ft in Wagon-form)

Age: They live to 70 years and mature at 18

Body's Conversion: You can use your bonus action to change from a humanoid to a wagon (You change to a large size)

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

SPEED: When you take the dash action while in wagon form, instead of doubling your speed it is instead set to 200ft in a straight line. (You cannot turn if you use this feature.) If you hit a wall within the 200ft dash, you take 2d10 force damage.

Ramming: When you dash and hit a creature while dashing they take 1d12 bludgeoning damage, if the dash is past 100ft then it does an additional d12 equal to prof mod. If you possess the charger feat, then you may once per turn push an enemy 50ft in a direction you choose when you ram them.

Winged
When activating the SPEED feature, your wheels transform into flight engines, granting you a flying speed instead of a walking speed. This flight capability lasts until the end of your turn. If, while using the SPEED feature, you collide with the ground or a wall while another creature occupies the same space, you have the option to become resistant to the damage and transfer half of it to the creature you collided with.

Origin


Corporate
+1 ASI
Starting Item;
300 data
Corporate Datalocker (keycard)

Jaws (Military Corp)
+1 STR
You gain prof in all armour and weapons, if you already have prof then you gain a +1 to AC and attack rolls.
Once per long rest, you can take over a creatures cybernetics causing them to take orders. They usergo the effects of the command spell but the self harm effect is negated.

Feats



Crossbow Expert
You ignore the loading quality of crossbows with which you are proficient.
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

Sharpshooter
Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
Your ranged weapon attacks ignore half and three-quarters cover.
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

Spells Known



1st Level: Ensnaring Strike, Absorb Elements, Zephyr Strike
2nd Level: Aid, Spike Growth
3rd Level: Elemental Weapon
Spellcasting
Common
Abyssal
Undercommon
Auran

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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