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Goobah

4 Level (0/6500 XP for level-up) The Hunters Guild Background Lynian (Melynx) Race / Species / Heritage N/C Alignment
Ranger(Monster Slayer)
Level 4
Hit Dice: 4/4
1d10+1 Class 1

STR
10
+0
DEX
18
+4
CON
13
+1
INT
12
+1
WIS
15
+2
CHA
8
-1
40
Hit Points
+4
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
30/60/20
Speed (walk/run/fly)
12
Passive Perception
2 / 2
Favored Enemy
2 / 2
Hunter's Sense
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+6 Dexterity
+1 Constitution
+1 Intelligence
+4 Wisdom
-1 Charisma
saving throws
+4 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+0 Athletics STR
-1 Deception CHA
+1 History INT
+2 Insight WIS
-1 Intimidation CHA
+3 Investigation INT
skills
+2 Medicine WIS
+3 Nature INT
+2 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+1 Religion INT
+8 Sleight of Hand DEX
+4 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Languages. You can speak, read, and write Common, Lynian, and one other language of their choice.

Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Kleptomaniac. You have proficiency in the Sleight of Hand skill. Additionally, you are able to determine the value of an object you have stolen,if you spend at least 1 hour inspecting or studying it without interruption. If the item is magical, you know its rarity, but not what its magical properties are.

Meowster Chef. You have proficiency with cook's utensils.

Level 1: Favored Enemy
PHB'24 p120
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
PHB'24 p120
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.

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
PHB'24 p120
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 in chapter 2.

Level 2: Fighting Style
PHB'24 p120
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.

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.
Archery
PHB'24
p209
Fighting Style Feat (Prerequisite: Fighting Style Feature)
You gain a +2 bonus to attack rolls you make with Ranged weapons.

Hunter's Sense
XGE p43
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Slayer's Prey
XGE p43
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

The Hunters Guild
The Hunters Guild is an organization committed to maintaining the balance and safety of the land by managing dangerous, invasive, or overpopulated monsters. They employ skilled hunters tasked with either capturing or killing these creatures, depending on the situation. Their efforts help preserve the ecosystem while protecting people from harm. Hunters are rewarded for their work with payments and valuable materials gathered from the monsters they hunt, which can be used for crafting or trade.

Those who come from this faction gain the following features;

Skill Proficiencies: Investigation, plus one from among History, Nature or religion.

Tool Proficiencies: Cook's Utensils & one artisan tool of your choice(Herbalisim)

Equipment: One set of traveller's clothes, a hunters card, and a carving knife.

Gold: 500gp plus 1d10 x 25 gp
Hunter's Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature

For you, the spells on the Hunter's Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)

Spell | Level Spells
Cantrip | produce flame, resistance
1st | detect poison and disease, longstrider
2nd | enhance ability, gust of wind
3rd | fear, plant growth
4th | elemental bane, guardian of nature
5th | awaken, skill empowerment

Features & Traits
One set of traveller's clothes, a hunters card, and a carving knife.
You gain the following monster material that you start with in your trinket slot;

X6 Monster Fluid; Uncommon or rare upgrade material that can be used for weapons or armor.
Great Jaggi Claw; Forager. When you harvest mushrooms, you instead gather two.

x4 Bird Wyvern Bone; Uncommon armor upgrade material.

Fulgurbug; While attuned to this armor, a thunderbug (AC 10; 1 hit point) travels with you. As an action, it will take flight (fly 20 ft.), until you use a bonus action to call it back to you. While in flight it sheds bright light in a 5-foot radius and dim light for an additional 15 feet. If the thunderbug is killed, a new one appears on your shoulder when you finish a short or long rest.

Monster Bone+; Rare weapon upgrade material.

Drone Substance; This oily like substance can be applied to the skin of a medium or smaller creature. Applying the substance takes 1 minute. The affected creature then has advantage on Charisma (Persuasion) checks for 1 hour. During this time if they attempt to charm a creature with spells or spell like abilities, the targeted creature has disadvantage on its saving throw.

Cursed; When applied to a creature, there is a 10% chance to attract nearby seltas while in urban areas. While in the wilds, there is a 50% chance to attract nearby seltas.

Piscine Liver; After it is cooked (DC 11), it can be eaten to cure any disease or poison.

Izuchi Hide; When you successfully gather from a bonepile resource, you roll twice on the resource table.

Paolumu Pup Scale

(Armor You reduce cold damage you take by 3 while you wear this armor.

(Weapon While you are attuned to this weapon, you can use an action to speak its command word and exhale a blast of strong wind in a 45-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 12 Dexterity saving throw, taking 2d6 thunder damage and be knocked prone on a failed save or half as much on a successful one and is not knocked prone.

Once used, this property cannot be used again until you finish a long rest.

Queen Vespoid Abdomen
Vespoid Shell
Quality Sack
Brute Bone
Small Bone Husk

RP:672

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 986, Platinum: 0 Money
Saving Throw Proficiencies: Strength,Dexterity
Skill Proficiencies: Nature, Perception, Stealth, Sleight of hand, Investigation, and Survival
Tools: Herbalism Kit, Cooks utensils
Weapon Proficiencies: Simple and Martial weapons
Armor Training: Light and Medium armor and Shields
Languages: Lynian, Common, Dwarven, Goblin, and Elven

Languages & Proficiencies
Spells:
Cantrip- Produce Flames and Resistance
Level 1- Goodberry, Chromatic Bullet, Absorb Elements, Zephyr Strike, detect poison and disease, longstrider, and Hunters Mark

Notes


™ & © 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.

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Sidebar Block 2

Just wanted to test if I can break up the table using bbcode in between the commas so it looks like two tables organised under one, but so far no luck


NameLevel
Bob4




TestValue
Joe7
This is all the same rpg block
FoodSkill To Make
Cake3

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