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Loque

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

STR
8
-1
DEX
16
+3
CON
14
+2
INT
10
+0
WIS
16
+3
CHA
10
+0
28
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+5 Dexterity
+2 Constitution
+0 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+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
skills
+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
Skills
  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
Attacks

Spell Book

Favored Enemy
Constructs advantage on Survivial checks to track, advantage on Intelligence checks to recall information

Deft Explorer
Canny- Perception expertise - Celestial, Abyssal additonal languages

Fighting Style
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

Beast Master
Primal compainion, Kinyan is a Beast of the Land
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 another 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 are incapacitated, the beast can take any action of its choice, not just Dodge.
If the beast has died within the last hour, you can 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.

Primal Awareness
Bonus spells, 3rd level - Speak with Animals
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Features & Traits
A wooden case containing a map to Loa Civilisation Ruins, a bullseye lantern, a miner's pick, a set of traveler's clothes, a shovel, a two-person tent

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 25, Platinum: 0 Money
Ranger Spellcasting
Spellcasting
Common, Abyssal, Celestial, Dwarvish, Elvish, Cartographers Tools

Languages & Proficiencies
Loner, out to do good, soul seeking, enjoys nature, loves thier compainion, serious

Personality Traits
Wants to uncover ancient places and ruins, wants to do good in the world, wants to discover more about their past, wants to continue forming bonds with those who have similar goals (or usually just animals)

Ideals
Kinyan, lesser spirit companion
Har'Koa, leopard spirit who brought Loque back to life

Bonds
Doesnt blend well with society, tries to remain covered in public, hates built up places, tries to always do their idea of what is correct

Flaws


™ & © 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

DnD 5e SRD

Cartographer's Tools

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.  

Cartographer's Tools

 
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

Arrows (20)

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

Longbow

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

Leather Armor

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

Quiver

Adventuring Gear Can hold up to 20 arrows Common

Weight: 1lb


 

DnD 5e PHB

Whip

Weapon

Common

Finesse, Reach

Finesse
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Reach
This weapon adds 5 ft to your reach when you attack with it.

Type Damage Damage Range
Martial Melee 1d4 Slashing 10 ft

Cost: 2gp
Weight: 3 lb

The statblocks of your class features

Ranger

Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch. You must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class.
hit dice: 1d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Strength, Dexterity
skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(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
spellcasting:
Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. Spell Slots   The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot. Spells Known of 1st Level and Higher   You know two 1st-level spells of your choice from the ranger spell list.   The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spellcasting Ability   Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus (Optional)   At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.
class features:
Favored Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.   Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.   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 that is spoken by your favored enemies, if they speak one at all.   You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.   Favored Foe (Optional)   This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.   When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).   The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.   You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.   Natural Explorer   Also at 1st level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.   While traveling for an hour or more in your favored terrain, you gain the following benefits:   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.   You choose additional favored terrain types at 6th and 10th level.   Deft Explorer (Optional)   This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.   You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.   Canny (1st Level)   Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.   You can also speak, read, and write 2 additional languages of your choice. Roving (6th Level)   Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. Tireless (10th Level)   As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.   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.   Blind Fighting. You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.   Defense. While you are wearing armor, you gain a +1 bonus to AC.   Druidic Warrior. You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.   Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.   Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.   Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.   Interception (UA). When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.   Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.   Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.   Unarmed Fighting (UA). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.   Primeval Awareness Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.   Primal Awareness (Optional)   This 3rd-level feature replaces the Primeval Awareness feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.   You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. Primal Awareness Spells Ranger Level | Spell 3rd | Speak with Animals 5th | Beast Sense 9th | Speak with Plants 13th | Locate Creature 17th | Commune with Nature   You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.       Ability Score Improvement   When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Martial Versatility (Optional)   Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.   Fleet of Foot   Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.   In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the Entangle spell.   Hide in Plain Sight   Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.   Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.   Nature's Veil (Optional)   This 10th-level feature replaces the Hide in Plain Sight feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.   You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Vanish   Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.   Feral Senses   At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.   You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.   Foe Slayer   At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
subclass options:
Ranger Conclave At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. Conclave | Source Beast Master | Player's Handbook Fey Wanderer | Tasha's Cauldron of Everything Gloom Stalker | Xanathar's Guide to Everything Horizon Walker | Xanathar's Guide to Everything Hunter | Player's Handbook Monster Slayer | Xanathar's Guide to Everything Swarmkeeper | Tasha's Cauldron of Everything Unearthed Arcana Drakewarden (UA) | Unearthed Arcana 75 - Subclasses, Part 5 Archived Unearthed Arcana Revised Ranger Unearthed | Arcana 18 - The Ranger, Revised Beast Master Revised | Unearthed Arcana 18 - The Ranger, Revised Fey Wanderer | Unearthed Arcana 69 - Subclasses, Part 3 Primeval Guardian | Unearthed Arcana 28 - Ranger & Rogue Swarmkeeper | Unearthed Arcana 64 - Fighter, Ranger, Rogue
LevelProficiencyBonus FeaturesSpells Known1st2nd3rd4th5th
1st+2Favored Enemy, Natural Explorer, Deft Explorer (Optional), Favored Foe (Optional)------
2nd+2Fighting Style, Spellcasting, //Spellcasting Focus (Optional)22----
3rd+2Primeval Awareness, Ranger Conclave, Primal Awareness (Optional)33----
4th+2Ability Score Improvement, Martial Versatility (Optional)33----
5th+3Ranger Conclave feature442---
6th+3Favored Enemy Improvement, Natural Explorer Improvement, Deft Explorer Improvement (Optional)442---
7th+3Ranger Conclave feature543---
8th+3Ability Score Improvement, Land's Stride, Martial Versatility (Optional)543---
9th+46432--
10th+4Natural Explorer Improvement, Hide in Plain Sight, Deft Explorer Feature (Optional), Nature's Veil (Optional)6432--
11th+4Ranger Conclave feature7433--
12th+4Ability Score Improvement, Martial Versatility (Optional)7433--
13th+584331-
14th+5Favored Enemy Improvement, Vanish84331-
15th+5Ranger Conclave feature94332-
16th+5Ability Score Improvement, Martial Versatility (Optional)94332-
17th+61043331
18th+6Feral Senses1043331
19th+6Ability Score Improvement, Martial Versatility (Optional)1143332
20th+6Foe Slayer1143332

Archaeologist

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.

Skill Proficiencies History, Survival
Tool Proficiencies Cartographer's tools or navigator's tools
Languages One of your choice
Equipment
  • A wooden case containing a map to a ruin or dungeon
  • a bullseye lantern
  • a miner's pick
  • a set of traveler's clothes
  • a shovel
  • a two-person tent
  • a trinket recovered from a dig site
  • and a pouch containing 25 gp

Features

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.

Suggested Characteristics

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.

Traits

d8Personality Trait
1I love a good puzzle or mystery
2I'm a pack rat who never throws anything away.
3Fame is more important to me than money.
4I have no qualms about stealing from the dead.
5I'm happier in a dusty old tomb than I am in the centers of civilization.
6Traps don't make me nervous. Idiots who trigger traps make me nervous.
7I might fail, but I will never give up.
8You might think I'm a scholar, but I love a good brawl. These fists were made for punching.

Ideal

d6Ideal
1Preservation. That artifact belongs in a museum. (Good)
2Greed. I won't risk my life for nothing. I expect some kind of payment. (Any)
3Death Wish. Nothing is more exhilarating than a narrow escape from the jaws of death. (Chaotic)
4Dignity. The dead and their belongings deserve to be treated with respect. (Lawful)
5Immortality. All of my exploring is part of a plan to find the secret of everlasting life. (Any)
6Danger. With every great discovery comes grave danger. The two walk hand in hand. (Any)

Bond

d6Bond
1Ever 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.
2I want to find my mentor, who disappeared on an expedition some time ago.
3I have a friendly rival. Only one of us can be the best, and I aim to prove it's me.
4I won't sell an art object or other treasure that has historical significance or is one of a kind.
5I'm secretly in love with the wealthy patron who sponsors my archaeological exploits.
6I hope to bring prestige to a library, a museum, or a university.

Flaw

d6Flaw
1I have a secret fear of some common wild animal - and in my work, I see them everywhere.
2I can't leave a room without searching it for secret doors.
3When I'm not exploring dungeons or ruins. I get jittery and impatient.
4I have no time for friends or family. I spend every waking moment thinking about and preparing for my next expedition.
5When given the choice of going left or right, I always go left.
6I can't sleep except in total darkness.


Source: ToA, page 192

Statblocks for your familiars, mounts etc.

Beast of the Land

Medium beast, any
Armor Class: 13 + PB (natural armor)
Evasion Class 12
Armor Reduction -3 + PB
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 (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.

Actions

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.

Lineage Reborn

ability score increase: Same as your base Race. // If you do not have a base Race, increase one Ability Score by 2 and increase a different score by 1, or you increase three different scores by 1.
age: Immortal
alignment: Any
Size: Medium
speed: Your walking speed is 30 feet.
Languages: You can speak, read and write Common.
race features:
You have the following racial traits.

Creature Type

You are a Humanoid(Undead or Construct).

Size

You are Medium or Small. You choose the size when you gain this lineage.

Ancestral Legacy

If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.

Deathless Nature

You have escaped death, a fact represented by the following benefits:
  • You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
  • You have advantage on death saving throws.
  • You don’t need to eat, drink, or breathe.
  • You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

Knowledge from a Past Life

You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

PHB

Beast Bond

1-level Divination

Casting Time 1 Action
Range Touch
Duration Concentration, Up to Ten Minutes
Components V, S, M
Materials a bit of fur wrapped in a cloth

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.

Class(es): Druid, Ranger

PHB

Cure Wounds

1-level Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V S

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.

Class(es): Bard, Cleric, Duid, Paladin, Ranger

1d8 + Spellcasting Ability modifierHealing

PHB

Ensnaring Strike

1-level Conjuration

Casting Time 1 Bonus Action
Range Self
Duration Concentration, Concentration, up to 1 minute
Components V

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.

Class(es): Paladin, Ranger

Saving ThrowStrength
1d6 Piercing Damage

PHB

Speak with Animals

1-level Divination (ritual)

Casting Time 1 Action
Range Self
Duration 10 minutes
Components V S

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.

Class(es): Bard, Cleric, Druid, Paladin, Ranger

Statblocks for your Trinkets, businesses, building, castles, empires.

Dungeoneer's Pack

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


 

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