+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+1 | Strength | |
+5 | Dexterity | |
+2 | Constitution | |
+0 | Intelligence | |
+3 | Wisdom | |
+0 | Charisma |
+5 | Acrobatics | DEX | |
+5 | Animal Handling | WIS | |
+0 | Arcana | INT | |
-1 | Athletics | STR | |
+0 | Deception | CHA | |
+2 | History | INT | |
+5 | Insight | WIS | |
+0 | Intimidation | CHA | |
+0 | Investigation | INT | |
+5 | Cartographer's Tools | WIS |
+3 | Medicine | WIS | |
+0 | Nature | INT | |
+7 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+0 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+5 | Stealth | DEX | |
+5 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Longbow | +7 | DEX | 1d8+3 | piercing | |
ammunition (150/600), heavy, two handed | |||||
Dagger | +5 | DEX | 1d4+3 | piercing | |
Finesse, thrown (20/60), light | |||||
Maul | +5 | WIS | 1d8+2 | slashing | |
Animal companion attack | |||||
Whip | +5 | DEX | 1d4+3 | slashing | |
Finesse, Reach |
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD
Tool Varies
These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Using cartographer's tools, you can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level. Components. Cartographer's tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler. Arcana, History, Religion. You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth. Nature. Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you. Survival. Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements arise in relation to geographic locations, are familiar to you. Craft a Map. While traveling, you can draw a map as you go in addition to engaging in other activities.
Activity | DC |
---|---|
Determine a map's age and origin | 10 |
Estimate direction and distance to a landmark | 15 |
Discern that a map is fake | 15 |
Fill in a missing part of a map | 20 |
Cost: 15gp Weight: 6lb
Player's Handbook, Wizards of the Coast, p. 150
Ammunition Common
Cost: 1 GP (5 CP per arrow) Weight: 1 lb. / 0.5 kg (0.05 lb. / 0.025 kg per arrow)
DnD 5e SRD SRD
Ranged Weapon Ammunition, Heavy, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 | Piercing | 150/600 ft | Ammunition, Heavy, Two-Handed |
Cost: 50 gp Weight: 2 lb
Dnd 5e SRD
Adventuring Gear 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. | Properties |
---|---|---|---|---|
Light | 11 + Dex Modifier |
Cost: 10 gp Weight: 10 lb
DnD
Adventuring Gear Can hold up to 20 arrows Common
Weight: 1lb
DnD 5e PHB
Weapon
Common
Finesse, Reach
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d4 | Slashing | 10 ft |
Cost: 2gp
Weight: 3 lb
The statblocks of your class features
Level | Proficiency | Bonus Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|
1st | +2 | Favored Enemy, Natural Explorer, Deft Explorer (Optional), Favored Foe (Optional) | - | - | - | - | - | - |
2nd | +2 | Fighting Style, Spellcasting, //Spellcasting Focus (Optional) | 2 | 2 | - | - | - | - |
3rd | +2 | Primeval Awareness, Ranger Conclave, Primal Awareness (Optional) | 3 | 3 | - | - | - | - |
4th | +2 | Ability Score Improvement, Martial Versatility (Optional) | 3 | 3 | - | - | - | - |
5th | +3 | Ranger Conclave feature | 4 | 4 | 2 | - | - | - |
6th | +3 | Favored Enemy Improvement, Natural Explorer Improvement, Deft Explorer Improvement (Optional) | 4 | 4 | 2 | - | - | - |
7th | +3 | Ranger Conclave feature | 5 | 4 | 3 | - | - | - |
8th | +3 | Ability Score Improvement, Land's Stride, Martial Versatility (Optional) | 5 | 4 | 3 | - | - | - |
9th | +4 | 6 | 4 | 3 | 2 | - | - | |
10th | +4 | Natural Explorer Improvement, Hide in Plain Sight, Deft Explorer Feature (Optional), Nature's Veil (Optional) | 6 | 4 | 3 | 2 | - | - |
11th | +4 | Ranger Conclave feature | 7 | 4 | 3 | 3 | - | - |
12th | +4 | Ability Score Improvement, Martial Versatility (Optional) | 7 | 4 | 3 | 3 | - | - |
13th | +5 | 8 | 4 | 3 | 3 | 1 | - | |
14th | +5 | Favored Enemy Improvement, Vanish | 8 | 4 | 3 | 3 | 1 | - |
15th | +5 | Ranger Conclave feature | 9 | 4 | 3 | 3 | 2 | - |
16th | +5 | Ability Score Improvement, Martial Versatility (Optional) | 9 | 4 | 3 | 3 | 2 | - |
17th | +6 | 10 | 4 | 3 | 3 | 3 | 1 | |
18th | +6 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement, Martial Versatility (Optional) | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 |
An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains-their bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars and cataclysms.
Feature:Dust Digger Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. Roll on the Signature Item table to see what you have, or choose an item from the table. Signature Item d8|Item 1|10-foot pole 2|Crowbar 3|Hat 4|Hooded lantern 5|Medallion 6|Shovel 7|Sledgehammer 8|Whip Feature: Historical Knowledge When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.
Few archaeologists can resist the lure of an unexplored ruin or dungeon, particularly if such a site is the source of legends or is rumored to contain the treasures and relics of wizards, warlords, or royalty. Some archaeologists plunder for wealth or fame, while others consider it their calling to illuminate the past or keep the world's greatest treasures from falling into the wrong hands. Whatever their motivations, archaeologists combine the qualities of a scrappy historian with the self-made heroism of a treasure-hunting scoundrel.
d8 | Personality Trait |
---|---|
1 | I love a good puzzle or mystery |
2 | I'm a pack rat who never throws anything away. |
3 | Fame is more important to me than money. |
4 | I have no qualms about stealing from the dead. |
5 | I'm happier in a dusty old tomb than I am in the centers of civilization. |
6 | Traps don't make me nervous. Idiots who trigger traps make me nervous. |
7 | I might fail, but I will never give up. |
8 | You might think I'm a scholar, but I love a good brawl. These fists were made for punching. |
d6 | Ideal |
---|---|
1 | Preservation. That artifact belongs in a museum. (Good) |
2 | Greed. I won't risk my life for nothing. I expect some kind of payment. (Any) |
3 | Death Wish. Nothing is more exhilarating than a narrow escape from the jaws of death. (Chaotic) |
4 | Dignity. The dead and their belongings deserve to be treated with respect. (Lawful) |
5 | Immortality. All of my exploring is part of a plan to find the secret of everlasting life. (Any) |
6 | Danger. With every great discovery comes grave danger. The two walk hand in hand. (Any) |
d6 | Bond |
---|---|
1 | Ever since I was a child, I've heard stories about a lost city. I aim to find it, learn its secrets, and earn my place in the history books. |
2 | I want to find my mentor, who disappeared on an expedition some time ago. |
3 | I have a friendly rival. Only one of us can be the best, and I aim to prove it's me. |
4 | I won't sell an art object or other treasure that has historical significance or is one of a kind. |
5 | I'm secretly in love with the wealthy patron who sponsors my archaeological exploits. |
6 | I hope to bring prestige to a library, a museum, or a university. |
d6 | Flaw |
---|---|
1 | I have a secret fear of some common wild animal - and in my work, I see them everywhere. |
2 | I can't leave a room without searching it for secret doors. |
3 | When I'm not exploring dungeons or ruins. I get jittery and impatient. |
4 | I have no time for friends or family. I spend every waking moment thinking about and preparing for my next expedition. |
5 | When given the choice of going left or right, I always go left. |
6 | I can't sleep except in total darkness. |
Source: ToA, page 192 |
---|
Statblocks for your familiars, mounts etc.
Proficiency Bonus (PB): equals your 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 ld6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
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 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 o 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.
1d8 + Spellcasting Ability modifier | Healing |
---|
PHB
1-level Conjuration
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 us 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.
Saving Throw | Strength |
---|---|
1d6 | Piercing Damage |
PHB
1-level Divination (ritual)
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.
Statblocks for your Trinkets, businesses, building, castles, empires.
Adventuring Gear Common
Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Cost: 12 GP Weight: 61 1/2 lbs