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Altear Shroudnif

3 Level (0/2700 XP for level-up) Background Geitlan Race / Species / Heritage Alignment
Ranger
Level 3
Hit Dice: 3/3
1d10+2 Class 1

STR
11
+0
DEX
14
+2
CON
14
+2
INT
9
-1
WIS
11
+0
CHA
9
-1
28
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
35
Speed (walk/run/fly)
10
Passive Perception
20 / 20
Gruff Hp
Spellcasting ...
+2 Attack mod
WIS Ability
+0 Abi Mod
10 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+4 Dexterity
+2 Constitution
-1 Intelligence
+0 Wisdom
-1 Charisma
saving throws
+2 Acrobatics DEX
+4 Animal Handling WIS
-1 Arcana INT
+2 Athletics STR
-1 Deception CHA
-1 History INT
+0 Insight WIS
-1 Intimidation CHA
-1 Investigation INT
skills
+0 Medicine WIS
+1 Nature INT
+0 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longbow +4 DEX 1d8+2 Piercing
 Slow, Ammunition (range 150/600), heavy, two-handed
Scimitar +4 DEX 1d6+2 Slashing
 Nick, Finesse, light
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Gruff maul +2 1d8+2+2
 Notes:Bludgeoning

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Absorb Elements +2 1d6 S
 Notes:damage type depends on what you have been damaged by
Hunter's Mark +2 1d6 V
Race Features:
-Horns
-Stable Footing
-Hardy
-Mountain Born
-Force of Will
-Poison Immunity
-Talk with Goats

Class Features:
-Druidic Warrior
-Favored Enemy
-Beast Master Conclave
-Deft Explorer

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Weapon Proficiencies:
-Simple and Martial Weapons
-Longbow - Slow
-Scimitar - Nick

Languages & Proficiencies


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

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

Player's Handbook

Leather

Armor (Light)

Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis.
Light 11 + Dex modifier - No

Cost: 10 gp
Weight: 10 lbs

PHB

Longbow

Weapon

Common

Ammunition, heavy, two-Handed

Type Damage Damage Range
Martial Ranged 1d8 Piercing 150/600

Cost: 50 gp
Weight: 2 lb

PHB

Scimitar

Weapon

Common

Finesse, light

Type Damage Damage Range
Martial Melee 1d6 Slashing

Cost: 25 gp
Weight: 3 lb

The statblocks of your class features

Ranger (2024 Edition)

Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.   Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the wilderness. A Ranger’s talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.
hit dice: 1d10
hit points at 1st level: 1d10 + Constitution Modifier
hit points at higher levels: 1d10 + Constitution Modifier Per Level After 1st
armor proficiencies: Light and Medium Armor and Shields
weapon proficiencies: Simple and Martial Weapons
tools: None
saving throws: Strength and Dexterity
skills: Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival
starting equipment:
Choose A or B:
  • (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP;

  • or

  • (B) 150 GP
spellcasting:
You have learned to channel the magical essence of nature to cast spells. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules with Ranger spells.   Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+. You regain all expended slots when you finish a Long Rest.   Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.   The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.   If another Ranger feature gives spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.   Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.   Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.   Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
class features:

Level 1: Favored Enemy

You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.   The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.  

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.   Weapon Masteries

1. Cleave

Weapons: Greataxe, Halberd   Cleave allows you to make an additional attack against a second target adjacent to your first. It's like getting a two-for-one special on your attacks! This property shines in crowd control situations, letting you carve through groups of enemies like a hot knife through butter.  

2. Graze

Weapons: Glaive, Greatsword   Never let a missed attack go to waste again! Graze lets you deal some damage even when you miss, adding a bit of your ability modifier to soften the blow of a bad roll. It's perfect for those of us who seem to be cursed by the dice gods.  

3. Nick

Weapons: Dagger, Light Hammer, Sickle, Scimitar   Two-weapon fighters, rejoice! Nick weapons allow you to make an additional attack during your Attack action when wielded in your off-hand. This frees up your Bonus Action for other shenanigans while still getting that extra attack goodness. Pair this with the Dual Wielder feat for even more off-hand attack potential!  

4. Push

Weapons: Greatclub, Pike, Warhammer, Heavy Crossbow   Who doesn't love a good shove? Push lets you, well, push your target 10 feet away after a successful hit. It's great for battlefield control, breaking grapples, or sending enemies tumbling off cliffs (if you're into that sort of thing).  

5. Sap

Weapons: Mace, Spear, Flail, Longsword, Morningstar, War Pick   Sap is all about giving your foes a bad time on their next attack. After you hit, your target has disadvantage on their next attack roll. It's like a mini-Stunning Strike for the non-monk crowd!  

6. Slow

Weapons: Club, Javelin, Light Crossbow, Sling, Whip, Longbow, Musket   Want to keep that pesky enemy from closing in or running away? Slow reduces their speed by 10 feet until the start of your next turn – perfect for kiting or maintaining that crucial distance in combat.  

7. Topple

Weapons: Quarterstaff, Battleaxe, Lance, Maul, Trident   Nothing says "stay down" quite like Topple. This property forces your target to make a Constitution saving throw or fall prone. It's great for setting up advantage for your melee allies or just making your foes eat dirt.  

8. Vex

Weapons: Handaxe, Dart, Shortbow, Rapier, Shortsword, Blowgun, Hand Crossbow, Pistol   Vex is all about focusing fire. When you hit a target with a Vex weapon, you have advantage on your next attack roll against that same target. It's perfect for taking down big, tough enemies or just being really, really annoying to one specific foe.
 
  Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.  

Level 2: Deft Explorer

Thanks to your travels, you gain the following benefits.   Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.   Languages. You know two languages of your choice from the language tables.  

Level 2: Fighting Style

You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.   Archery

Archery

You gain a +2 bonus to attack rolls you make with Ranged weapons.
 
Defense

Defense

While you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.
 
Dueling

Dueling

When you're holding a Melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
 
Great Weapon Fighting

Great Weapon Fighting

When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.
 
Protection

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you're holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.
 
Two-Weapon Fighting

Two-Weapon Fighting

When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage.
 
Druidric Warrior

Druidic Warrior

You learn two Druid cantrips of your choice. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
 
 

Level 3: Ranger Class

You gain a Ranger subclass of your choice. The Beast Master, Fey Wanderer, Gloom Stalker, and Hunter subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass’s features that are of your Ranger level and lower.  

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.  

Level 5: Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.  

Level 6: 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.  

Level 8: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 12, and 16.  

Level 9: Expertise

Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.  

Level 10: Tireless

Primal forces now help fuel you on your journeys, granting you the following benefits.   Temporary Hit Points. As an action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.   Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.  

Level 12: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger level 16.  

Level 13: Relentless Hunter

Taking damage can’t break your Concentration on Hunter’s Mark.  

Level 14: Nature's Veil

You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.  

Level 16: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.  

Level 17: Precise Hunter

You have Advantage on attack rolls against the creature currently marked by your Hunter’s Mark.  

Level 18: Feral Senses

Your connection to the forces of nature grants you Blindsight with a range of 30 feet.  

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.  

Level 20: Foe Slayer

The damage die of your Hunter's Mark is a d10 rather than a d6.
subclass options:
Beast Master

Beast Master

This is the Beast master according to the information WotC released so far, not yet the official 2024 version. A Beast Master ranger forms a mystical bond with a special beast, drawing on primal magic and a deep attunement to the natural world.  

Level 3: Primal Companion

You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block—Beast of the Land, Beast of the Sea, or Beast of the Sky—which uses your Proficiency Bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its supernatural origin.
  • Beast of the Land: Statblock:1368969
  • Beast of the Sea: Statblock:1368970
  • Beast of the Sky: Statblock:1368973
In combat, the beast acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action, unless you take a Bonus Action on your turn to command it to take a different action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you have the Incapacitated condition, the beast can take any action of its choice, not just Dodge.   If the beast has died within the last hour, you can you use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its Hit Points restored.   Whenever you finish a Long Rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears.   The beast vanishes if you die.  

Level 7: Exceptional Training

When you use your Bonus Action to command your Primal Companion beast to take an action, you can also command it to take the Dash, Disengage, Dodge, or Help action as a Bonus Action.   In addition, whenever the beast hits with an attack and deals damage, it can deal your choice of Force damage or its normal damage type.  

Level 11: Bestial Fury

When you command your Primal Companion beast to take the Attack action, the beast can make two attacks.   In addition, the first time each turn it hits a creature under the effect of your Hunter’s Mark spell, the beast deals extra Force damage equal to the bonus damage of that spell.  

Level 15: Share Spells

When you cast a spell targeting yourself, you can also affect your Primal Companion beast with the spell if the beast is within 30 feet of you.
 
Gloom Stalker

Gloom Stalker

This is the Gloom Stalker according to the information WotC released so far, not yet the official 2024 version. Gloom Stalkers are at home in the darkest places, wielding magic drawn from the Shadowfell to combat enemies that lurk in darkness.  

Level 3: Dread Ambusher

You have mastered the art of creating frightening ambushes, granting you the following benefits:   Ambusher’s Leap. At the start of the first turn of each combat, your Speed increases by 10 feet until the end of that turn.   Frighten. Once per turn when you attack a creature and hit it with a weapon, you can deal an extra 1d8 Psychic damage to the target and force it to make a Wisdom saving throw against your Spell Save DC. On a failed save, it has the Frightened condition until the start of your next turn. You can use this benefit a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.   Initiative Bonus. When you roll Initiative, you can add your Wisdom modifier to the roll.  

Level 3: Gloom Stalker Spells

The magic of the Shadowfell ensures you always have certain spells ready; when you reach a Ranger level specified in the Gloom Stalker Spells table, you thereafter always have the listed spells prepared.   Gloom Stalker Spells

Gloom Stalker Spells

The magic of the Shadowfell ensures you always have certain spells ready; when you reach a Ranger level specified in the Gloom Stalker Spells table, you thereafter always have the listed spells prepared.


Ranger LevelSpells
3Disguise Self
5Rope Trick
9Fear
13Greater Invisibility
17Seeming
 

Level 3: Umbral Sight

You gain Darkvision out to a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.   You are also adept at evading creatures that rely on Darkvision. While entirely in Darkness, you have the Invisible condition to any creature that relies on Darkvision to see you in that darkness.  

Level 7: Iron Mind

You have honed your ability to resist the mindaltering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).  

Level 11: Stalker's Flurry

When you use the Frighten effect of your Dread Ambusher feature, you can cause one of the following additional effects:   Sudden Strike. You can make another attack with the same weapon against a different creature that is within 5 feet of the original target and that is within the weapon’s range.   Mass Fear. Each creature within 10 feet of the target must make a Wisdom saving throw against your Spell Save DC. On a failed save, a creature has the Frightened condition until the start of your next turn.  

Level 15: Shadowy Dodge

You can dodge with wisps of supernatural shadow around you. When a creature makes an attack roll against you, you can use your Reaction to impose Disadvantage on that roll. If the attack then misses, you can teleport up to 30 feet to an unoccupied space you can see .
 
Hunter

Hunter

Ranger Hunter DnD 2024You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.  

Level 3: Hunter's Lore

You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter’s Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.  

Level 3: Hunter's Prey

You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.   Colossus Slayer. Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it’s missing any of its Hit Points. You can deal this extra damage only once per turn.   Horde Breaker. Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon’s range, and that you haven’t attacked this turn.  

Level 7: Defensive Tactics

You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.   Escape the Horde. Opportunity Attacks have Disadvantage against you.   Multiattack Defense. When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.  

Level 11: Superior Hunter's Prey

Once per turn when you deal damage to a creature marked by your Hunter’s Mark, you can also deal that spell’s extra damage to a different creature that you can see within 30 feet of the first creature.  

Level 15: Superior Hunter's Defense

When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.
 
LevelProf. BonusClass FeaturesFavored EnemyPrepared SpellsLevel 1Level 2Level 3Level 4Level 5
1+2Spellcasting, Favored Enemy, Weapon Mastery222----
2+2Deft Explorer, Fighting Style232----
3+2Ranger Subclass243----
4+2Ability Score Improvement253----
5+3Extra Attack3642---
6+3Roving3642---
7+3Subclass Feature3743---
8+3Ability Score Improvement3743---
9+4Expertise48432--
10+4Tireless48432--
11+4Subclass Feature410433--
12+4Ability Score Improvement410433--
13+5Relentless Hunter5114331-
14+5Nature’s Veil5114331-
15+5Subclass Feature5124332-
16+5Ability Score Improvement5124332-
17+6Precise Hunter61443331
18+6Feral Senses61443331
19+6Epic Boon61543332
20+6Foe Slayer61543332

Statblocks for your familiars, mounts etc.

Beast of the Land

Medium beast,
Armor Class: 13 + PB (natural armor)
Hit Points: 5 + five times your Ranger level (the beast has a number of Hit Dice [d8s] equal to your Ranger level)
Speed: 40 ft , climb: 40 ft

STR

14 +2

DEX

14 +2

CON

15 +2

INT

8 -1

WIS

14 +2

CHA

11 +0

Senses: Darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Proficiency Bonus: equals your Proficiency Bonus

Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a Maul attack on the same turn, the target takes an extra 1d6 Slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your Spell Save DC or have the Prone condition.   Primal Bond. You can add your Proficiency Bonus to any ability check or saving throw that the beast makes.

Actions

Maul. Melee Weapon Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB Bludgeoning, Piercing, or Slashing damage (your choicewhen you summon the beast).

Statblocks for race/species of the character.

Geitlan

Geitlan, known to many as Goatfolk, are a race of half-human half-goat humanoids similar to Satyrs or Minotaur. They have goat-like heads, complete with horns and rectangular pupils. Their entire body is covered in coarse fur that comes in many different patterns and colors. They have humanoid torso and arms, but their legs are bent backwards and end in cloven hooves. Many have a short stubby tail, but it is not uncommon to lack one.
ability score increase: Your Constitution score increases by 2 and your Wisdom score increases by 1.
age: Geitlan mature rather quickly, reaching adulthood at 13 years. They live slightly shorter lives than humans, to around 70 years old.
alignment: Geitlan tend to stay neutral in most aspects of life, preferring to keep to themselves and act at the moment. However, they are likely to shift their outlook after being exposed to other cultures for long lengths of time.
Size: Medium
speed: Your base walking speed is 35 feet.
Languages: You can read and write Common, Sylvan, and one other language of your choice.
race features:

Horns

You are never unarmed. Your horns are a melee weapon that deals 1d6 bludgeoning damage, and you are proficient with your horns.  

Stable Footing

You are not slowed by difficult terrain caused by rocks, gravel, sheer faces and other such obstacles, and can stand on anything that isn't a 90 degree angle.  

Hardy

You are proficient in the Survival skill.  

Mountain Born

You’re acclimated to high altitude, including elevations over 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.  

Force of Will

You have advantage advantage on saves or skill checks to not be knocked back. As a reaction, you can plant yourself firmly on a surface you are standing on making you immune to all knockback effects until the start of your next turn. You may use this ability once before requiring a short or long rest. You must be already standing on a solid surface in order to use this ability.  

Poison Immunity

Geitlans can eat anything plant based, and their immune system are strong. You gain immunity from ingesting poisons, being poisoned by food, and any other negative effect from eating plant based materials.  

Talk with Goats

You can cast Speak with animals at will but only to Goats
Physical Description Geitlan, known to many as Goatfolk, are a race of half-human half-goat humanoids similar to Satyrs or Minotaur. They have goat-like heads, complete with horns and rectangular pupils. Their entire body is covered in coarse fur that comes in many different patterns and colors. They have humanoid torso and arms, but their legs are bent backwards and end in cloven hooves. Many have a short stubby tail, but it is not uncommon to lack one.   History Most Geitlan stay within their small communities, becoming farmers, weavers, or hunters. Occasionally, however, there comes one who longs for more. Geitlan make strong adventurers, taking advantage of their natural hardiness and force of will. It can be difficult to track a collective history of the Geitlan, as they have been separated into nomadic groups as long as anyone can remember. Most simply resort to tracking the accomplishments of well known Geitlan and mentioning their home tribe in passing. One such member is Deimos, a righteous warrior of the God Kord. He led an incredibly daring and surprisingly successful assault against the legions of the Abyss, saving the city he had called home for the last 30 years. He later became King of said city, ushering in a time of peace and prosperity.   Society A hardy race, Geitlan take pride in their autonomy and close-knit communities. These communities, however, are small and nomadic in nature. They usually build temporary shacks on remote mountainsides, moving on when its scarce resources are depleted. Because of this many remote mountainsides have large random patches of vegetables that have adapted to thrive in the cold, descendants of the crops Geitlan have planted in years past.   Geitlan Names Geitlan language uses primarily one-syllable words, and they will choose an object or idea to name their children after. Once their children reach adulthood they are given a new name that reflects a physical trait or deed. These names are subject to change even further over time if a new accomplishment or trait overshadows the previous one.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

BR

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute
Damage/Effect: Buff
You touch one willing creature. Once before the spell ends, the target can roll a 1d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Available for: Cleric, Druid, Artificer

phb 2014, 277

Spare the Dying

0-level (Cantrip) Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs
Available for: Artificer, Cleric

Level 1 Spells

phb 2014, 251

Hunter's Mark

1-level Divination

Casting Time: 1 bonus action
Range/Area: 90 feet
Components: Verbal
Duration: Concentration, up to 1 hour
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 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.
Available for: Ranger

SRD

Goodberry

1-level Transmutation

Casting Time: 1 Action
Range/Area: Touch
Components: V, S, M
Materials: a sprig of mistletoe
Duration: Instantaneous
Damage/Effect: Healing
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.
Available for: Druid, Ranger, Community Domain

Ensnaring Strike

1-level Conjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: V
Duration: Concentration, up to 1 minute
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 2 or more spell points, the damage increases by 1d6 for each additional point over 1.

Entangle

1-level Conjuration

Casting Time: 1 action
Range/Area: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
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.
Available for: Druid

Absorb Elements

1-level Abjuration

Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range/Area: Self
Components: S
Duration: 1 round
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 2 or more spell points, the extra damage increases by 1d6 for each additional point spent over 1.
Available for: Druid, Wizard

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