| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| +4 | Strength | |
| +5 | Dexterity | |
| +4 | Constitution | |
| -1 | Intelligence | |
| +3 | Wisdom | |
| +0 | Charisma |
| +5 | Acrobatics | DEX | |
| +3 | Animal Handling | WIS | |
| -1 | Arcana | INT | |
| +4 | Athletics | STR | |
| +0 | Deception | CHA | |
| -1 | History | INT | |
| +3 | Insight | WIS | |
| +0 | Intimidation | CHA | |
| +2 | Investigation | INT |
| +3 | Medicine | WIS | |
| -1 | Nature | INT | |
| +6 | Perception | WIS | |
| +0 | Performance | CHA | |
| +0 | Persuasion | CHA | |
| -1 | Religion | INT | |
| +2 | Sleight of Hand | DEX | |
| +5 | Stealth | DEX | |
| +9 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Shortsword | +2 | DEX | 1d6+2 | Piercing | |
| Finesse, Light, Vex | |||||
| Shortsword | +2 | DEX | 1d6+2 | Piercing | |
| Finesse, Light, Vex | |||||
| Longbow | +1 | STR | 1d8+1 | Piercing | |
| Ammunition, Heavy, Range, Two-Handed, Slow | |||||
Fighter Features
Core Fighter Traits - PHB-2024, pg. 91
Fighting Style - PHB-2024, pg. 91
You gain a Fighting Style feat of your choice, and whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat. Two-Weapon Fighting
Second Wind - Second Wind uses - PHB-2024, pg. 91
As a Bonus Action, you can draw upon a limited well of physical and mental stamina and regain 1d10+2 HP. You can use this 2 times per Long Rest, and can regain one expended use when you finish a Short Rest. Second Wind: 1 Bonus Action Uses: _ / _ Long Rest
Weapon Mastery PHB-2024, pg. 91
Hand Crossbow (Vex) Vex. If you hit a creature with a Hand Crossbow and deal damage to it, you have Advantage on your next attack roll against that creature before the end of your next turn. Shortsword (Vex) Vex. If you hit a creature with a Shortsword and deal damage to it, you have Advantage on your next attack roll against that creature before the end of your next turn. Heavy Crossbow (Push) Push. If you hit a creature with Heavy Crossbow, you can push the creature up to 10 ft. straight away from you if it’s Large or smaller. Vex (Hand Crossbow): 1 Action Vex (Shortsword): 1 Action Push (Heavy Crossbow): 1 Action
Action Surge - Action Surge uses - PHB-2024, pg. 91
On your turn you can take one additional action, except the Magic action. You can use this feature 1 time(s) until you finish a Short or Long Rest. Action Surge: Special _ / Short Rest
Tactical Mind - PHB-2024, pg. 91
When you fail an ability check, you can expend a use of Second Wind, and instead of regaining HP, you roll 1d10 and add the result to the ability check. If the check still fails, this use of Second Wind isn’t expended. Tactical Mind: Special
Ranger Features
Core Ranger Traits - PHB-2024, pg. 119
Survival, Athletics, Investigation
Spellcasting - PHB-2024, pg. 119
Favored Enemy - Hunter’s Mark - PHB-2024, pg. 119 You always have Hunter’s Mark prepared and can cast it without expending a spell slot 2 times per Long Rest. Hunter’s Mark: 1 Bonus Action. Uses: _ / _ Long Rest Hunter's Mark (C) (1st)
Weapon Mastery - PHB-2024, pg. 120
Longbow (Slow) Slow. If you hit a creature with a Longbow and deal damage to the creature, you can reduce its Speed by 10 ft. until the start of your next turn. If the creature is hit more than once with this property, the Speed reduction doesn’t exceed 10 ft. Sickle (Nick) Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. This extra attack can only be made once per turn. Slow (Longbow): 1 Action Nick (Sickle): 1 Action
Deft Explorer - PHB-2024, pg. 120
You gain Expertise with one of your skill proficiencies. You know two languages of your choice.
Celestial, Abyssal, Survival
Fighting Style - PHB-2024, pg. 120
Fighting Style feat - Archery
Ranger Subclass - PHB-2024, pg. 120
Horizon Walker (XGtE)
Horizon Walker Magic - XGtE
You learn additional spells based on your level that count as ranger spells but don't count against the number of spells you know. Protection from Evil and Good (C) (1st)
Detect Portal - XGtE
Once per short rest, as an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Detect Portal: 1 Action. _ / Short Rest
Planar Warrior - 1d8 force damage - XGtE
As a bonus action, choose one creature you can see within 30 ft. of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. Planar Warrior: 1 Bonus Action
Species Traits
Languages - MotM, pg. 5
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Primordial
Creature Type - MotM, pg. 31
You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.
Size - MotM, pg. 31
You are Medium.
Speed - MotM, pg. 31
Your walking speed is 30 ft.
Blessing of the Raven Queen - MotM, pg. 31
As a bonus action, you can magically teleport up to 30 ft. to an unoccupied space you can see. Starting at 3rd level, you gain resistance to all damage when you teleport using this trait until the start of your next turn. You can use this feature 3 times per long rest. Blessing of the Raven Queen: 1 Bonus Action Uses:
_ / _ / _ / Long Rest. Blessing of the Raven Queen (Resistance): 1 Bonus Action
Darkvision - MotM, pg. 31
You can see in dim light within 60 ft. of you as if it were bright light and in darkness as if it were dim light, only discerning colors in that darkness as shades of gray.
Fey Ancestry - MotM, pg. 31
You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Keen Senses - MotM, pg. 31
You have proficiency in the Perception skill.
Necrotic Resistance - MotM, pg. 31
You have resistance to necrotic damage.
Trance - MotM, pg. 31
You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if those hours are spent in a trancelike meditation in which you remain conscious. When you finish this trance you gain two proficiencies - each one a weapon or tool of your choosing from the Player’s Handbook. This lasts until you finish your next long rest. Navigator's Tools, Forgery Kit
Feats
Two-Weapon Fighting - PHB-2024, pg. 210 (Fighter)
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.
Archery - PHB-2024, pg. 209 (Ranger)
You gain a +2 bonus to attack rolls with Ranged weapons.
Magic Initiate (Druid) - PHB-2024, pg. 201 (Guide Background)
Two Cantrips. You learn two cantrips of your choice from the Druid spell list. Int., Wis., or Cha. is your spellcasting ability for this feat's spells. Level 1 Spell. Choose a level 1 spell from the Druid spell list. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have. Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list. Repeatable. You can take this feat more than once, but you must choose a different spell list each time. Wisdom based.
Gust (Cantrip), Starry Wisp (Cantrip), Faerie Fire (C) (1st) _ / Long Rest
Studded Leather armor, Longbow, Shortsword, Shortsword, Cloak, Quiver
I've seen a lot, but there's much that remains unanswered within our own universe. Stick with me, and we'll survive.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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. Keen Senses: You have proficiency in the Perception skill. Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Necrotic Resistance: You have resistance to necrotic damage. Blessing of the Raven Queen: As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.
Languages. You can speak, read, and write Common and Elvish.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Evolving Cantrips
0-level (Cantrip) Evocation
You seize the air and compel it to create one of the following effects at a point you can see within range:
• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
• You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
At higher levels: At 5th Level.
When you push a creature with this spell, you may do so up to 10 feet. When you push an object with this spell, you can affect all other applicable objects within a 5-footcube. Additionally, the spell can be used to displace vapor, gas,or fog within a 5-foot cube.
At 11th Level.
This spell can affect Large creatures, pushing them up to 5 feet, and objects affected by this spell can be pushed up to 20 feet. Additionally, by aiming a gust at the ground below you, you extend the distance of your high jump or long jump by 5 feet.
At 17th Level.
This spell can affect all creatures and objects within a 10-foot cube simultaneously. Additionally, by aiming a gust at the ground below you, you extend the distance of your high jump or long jump by 10 feet.
PHB
0-level (Cantrip) Evocation
You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition.
| LVL | |
|---|---|
| 5 | 2d8 |
| 11 | 3d8 |
| 17 | 4d8 |
PHB
1-level Conjuration
PHB
1-level Evocation
PHB
1-level Conjuration
PHB
1-level Conjuration
PHB
1-level Divination
PHB
1-level Abjuration
XGE
1-level Transmutation
Statblocks for your Trinkets, businesses, building, castles, empires.