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Nykia Masama

15 Level (0/195000 XP for level-up) Outlander Background Fairy Race / Species / Heritage Alignment
Ranger
Level 15
Hit Dice: 15/15
1d10+2 Class 1

STR
16
+3
DEX
18
+4
CON
14
+2
INT
12
+1
WIS
14
+2
CHA
10
+0
124
Hit Points
+9
Initiative (DEX)
11
Armor Class (AC)
+5
Prof. Bonus
30/60/30
Speed (walk/run/fly)
Spellcasting ...
+7 Attack mod
WIS Ability
+2 Abi Mod
15 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
+8 Strength
+9 Dexterity
+2 Constitution
+1 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+4 Acrobatics DEX
+7 Animal Handling WIS
+1 Arcana INT
+8 Athletics STR
+0 Deception CHA
+1 History INT
+2 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+6 Nature INT
+2 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+4 Sleight of Hand DEX
+9 Stealth DEX
+7 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Crossbow +11 DEX 1d6+4 piercing
 Light, Loading, Range (30/120)
Dagger +8 STR 1d4+3 piercing
 Finesse, Light, Range, Thrown (20/60)
Attacks

Spell Book

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Conjure Barrage
 Notes:https://dnd5e.wikidot.com/spell:conjure-barrage
FAIRY
Fairy Magic. You know the Druidcraft cantrip.
Starting at 3rd level, you can cast the Faerie Fire spell with this trait. Starting at 5th level, you can also cast the Enlarge/Reduce spell with this trait. Once you cast Faerie Fire or Enlarge/Reduce with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Wisdom spellcasting.

BACKGROUND - OUTLANDER
Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

RANGER - BASICS
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. Favored terrains: Forest, grassland, swamp. 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.

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

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

    Land's Stride
    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 as those created by the Entangle spell.

    Nature's Veil
    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.

    RANGER - HUNTER
    Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

    Steel Will. You have advantage on saving throws against being frightened.

    Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

    Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

    FEATS
    Crossbow Expert. Thanks to extensive practice with the crossbow, you gain the following benefits:
    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.
    You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
    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.

    Alert. Always on the lookout for danger, you gain the following benefits:
    You can't be surprised while you are conscious.
    You gain a +5 bonus to initiative.
    Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

    Features & Traits
    leather armor
    two daggers
    explorer's pack
    magic autocross [MAC-4] (hand crossbow that attacks twice once per turn)

    staff, hunting trap, firefly jar, traveler's clothes

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 20, Platinum: 0 Money
    4/4 1
    3/3 2
    2/3 3
    2/2 4
    Spellcasting
    common, sylvan, druidic

    light armor, medium armor, shields, simple weapons, martial weapons, lute

    Languages & Proficiencies


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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    Level 0 Spells

    PHB

    Druidcraft

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 30ft
    Duration Instantaneous
    Components V, S

    Whispering to the spirits of nature, you create one of the following effects within range:

    • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
    • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
    • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
    • You instantly light or snuff out a candle, a torch, or a small campfire.

    Class(es): Druid, Cleric (Nature Domain), Cleric (Strength Domain), Fighter (Arcane Archer)

    Level 1 Spells

    PHB

    Faerie Fire

    1-level Evocation

    Casting Time 1 Action
    Range 60ft
    Duration Concentration, up to 1 Minute
    Components V

    Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

    Class(es): Artificer, Bard, Druid, Cleric (Light Domain), Warlock (The Archfey)

    PHB

    Hunter's Mark

    1-level Divination

    Casting Time 1 Bonus Action
    Range 90ft
    Duration Concentration, up to 1 Hour
    Components V

    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 your 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.

    Class(es): Ranger, Paladin (Oath of the Vengeance)

    PHB

    Entangle

    1-level Conjuration

    Casting Time 1 Action
    Range 90ft
    Duration Concentration, up to 1 Minute
    Components V, S

    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.

    Class(es): Druid

    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 or 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): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

    PHB

    Searing Smite

    1-level Evocation

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

    The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.

    Class(es): Paladin, Artificer (Battle Smith), Cleric (Forge Domain)

    Level 2 Spells

    PHB

    Enlarge/Reduce

    2-level Transmutation

    Casting Time 1 Action
    Range 30ft
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials a pinch of powdered iron

    You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.   If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

    • Enlarge: The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category — from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.
    • Reduce: The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category — from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1)

    Class(es): Artificer, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    PHB

    Darkvision

    2-level Transmutation

    Casting Time 1 Action
    Range Touch
    Duration 8 hours
    Components V, S, M
    Materials either a pinch of dried carrot or an agate

    You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

    Class(es): Artificer, Druid, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Monk (Way of Shadow), Rogue (Arcane Trickster)

    PHB

    Cordon of Arrows

    2-level Transmutation

    Casting Time 1 Action
    Range 5ft
    Duration 8 hours
    Components V, S, M
    Materials four or more arrows or bolts

    You plant four pieces of nonmagical ammunition — arrows or crossbow bolts — in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.   When you cast this spell, you can designate any creatures you choose, and the spell ignores them.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.

    Class(es): Ranger

    Level 3 Spells

    Lightning Arrow

    3-level Transmutation

    Casting Time 1 Bonus Action
    Range Self
    Duration Concentration, 1 Minute
    Components V, S

    The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.   Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.   The piece of ammunition or weapon then returns to its normal form.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

    Class(es): Ranger

    Level 4 Spells

    Tasha’s Cauldron of Everything, pg. 111

    Summon Elemental

    4-level Conjuration

    Casting Time 1 action
    Range 90 ft.
    Duration Concentration, up to 1 hour
    Components Verbal, Somatic, Material
    Materials air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp

    You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.   The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
               

    Elemental Spirit

    Medium Elemental
    Armor Class 11 + the level of the spell (natural armor)
    Hit Points 50 + 10 for each spell level above 4th
    Speed 40 ft.; burrow 40 ft. (Earth only fly 40 ft. (hover) (Air only swim 40 ft. (Water only)
     
    STR DEX CON INT WIS CHA
    18 (+4) 15 (+2) 17 (+3) 4 (-3) 10 (+0) 16 (+3)
                 
    Damage Resistances acid (Water only) ; lightning and thunder (Air only) ; piercing and slashing (Earth only)
    Damage Immunities poison; fire (Fire only)
    Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
    Senses darkvision 60 ft, passive Perception 10
    Languages Primordial, understands the languages you speak
    Challenge
    Proficiency Bonus equals your bonus
    Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
       

    Actions

    Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).
    Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10+4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).

    At higher levels: When you cast this spell 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.

    Class(es): Druid, Ranger, Wizard

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