William McGrumple

Armour Class = 16 +2

1 race + 13+2  Armour + 2 Shield

Max Hit points = 44

    Hit Dice = 4 x 1d10

    Movement

    Speed: 35 feet

    Initiative

    +3

    Proficiency Bonus

    +3

    Details

    Alignment

    Chaotic Good

    Background

    Far Traveller

    Languages

    Leonin, Sylvan, Giant, Elvish

    Race

    Leonid

    Saving Throws

    Spell Save DC

    8 + Proficiency + Wisdom

    Strength

    Proficiency + Attribute

    Dexterity

    Proficiency + Attribute

    Others

    + Attribute

    Dice Roller

    Number of dice

    Type of die:

    Modifier


    Result:

    Attributes

    Strength

    14 +2

    Dexterity

    16 +3

    Constitution

    13 +1

    Intelligence

    11 +0

    Wisdom

    16 +3

    Charisma

    11 +0

    Skills

    Proficient

    Acrobatics (Dex)
    Animal Handling (Wis)
    Arcana (Int)
    Athletics (Str) x2
    Deception (Cha)
    History (Int)
    Insight (Wis)
    Intimidation (Cha)
    Investigation (Int)
    Medicine (Wis)
    Nature (Int)
    Perception (Wis)
    Performance (Cha)
    Persuasion (Cha)
    Religion (Int)
    Sleight of Hand (Dex)
    Stealth (Dex)
    Survival (Wis)

    Spells

    Level 1

      Bonus Actions

      Zephyr Strike

      Casting Time: 1 bonus action
      Range: Self
      Components: V
      Duration: Concentration, up to 1 minute

      You move like the wind. For the duration, your movement doesn’t provoke opportunity attacks.

      Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

      Spike Growth

      Casting Time: 1 action
      Range: 150 feet
      Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
      Duration: Concentration, up to 10 minutes

      The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

      The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

      Actions

      Enlarge (Once a day)

      Casting Time: 1 action
      Range: 30 feet
      Duration: Concentration, up to 1 minute

      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 attack with them deal 1d4 extra damage.

      Speak with animals (Once a day)

      Casting Time: 1 action
      Range: Self
      Components: V, S
      Duration: 10 minutes

      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.

      Speak with animals (Once a day)

      Casting Time: 1 action
      Range: Touch
      Components: S
      Duration: Concentration, up to 1 hour

      You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

      Protection from Good & Evil

      Casting Time: 1 action
      Range: Touch
      Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
      Duration: Concentration, up to 10 minutes

      Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

      The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

      Spell Lists. ClericDruid (Optional)PaladinWarlockWizard

      Cure Wounds

      Casting Time: 1 action
      Range: Touch
      Components: V, S
      Duration: Instantaneous

      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.

      Detect Magic

      Casting Time: 1 action
      Range: Self
      Components: V, S
      Duration: Concentration, up to 10 minutes

      For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

      The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

      Pass without trace

      Duration: Concentration, up to 1 hour

      A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

      Preparations

      None

      Casting Time: 1 action
      Range: 30 feet
      Duration: Concentration, up to 1 minute

      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 attack with them deal 1d4 extra damage.

      Abilities & Cantrips

      Bonus Actions

      Planar Warrior

      Casting Time: 1 bonus action
      Range: 30 feet
      1 turn

      As a bonus action, choose one creature you can see within 30 feet 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. When you reach 11th level in this class, the extra damage increases to 2d8.

      Off-hand Attack

      Off-hand attack

      Misty Step

      Off-hand attack

      Daunting Roar

      As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.

      Actions

      Weapon Attack

      Standard attack action:

      roll + proficiency bonus + Attribute bonus

      Dash, Hide or Disengage
      Hiding

      The GM decides when circumstances are appropriate for hiding. When you try to hide, make a stealth check. Until you are discovered or you stop hiding, that check’s total is contested by the perception check of any creature that actively searches for signs of your presence.

      You can’t hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase.

      Dash

      Doubles movement until next turn.

      Guidance

      Casting Time: 1 action
      Range: Touch
      Components: V, S
      Duration: Concentration, up to 1 minute

      You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

      Vine Whip

      Casting Time: 1 action
      Range: 30 feet
      Components: V, S, M (the stem of a plant with thorns)
      Duration: Instantaneous

      You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

      Preparations & Utility skills

      Shield Master
      • You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

        • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.

        • If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
        • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
      Ranger stuff

      Darkvision

      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.

      Deft Explorer (Optional)

      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.

      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 LevelSpell
      3rdSpeak with Animals
      5thBeast Sense
      9thSpeak with Plants
      13thLocate Creature
      17thCommune 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.

      Inventory

      Equipment

      Silver sabre = 1d8 piercing Finesse

      Scimitar = 1d6 slash, light, finesse

      Whip = 1d4 slashing, Finesse, reach

      Simple shield = +2ac

      Chainmail = 13 ac +2de

      9x Darts = 1d4 piercing, light, thrown

      HURLY = 1d6 finesse

      Gear

      185 Gold

      Explorers Pack

      Backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

      Silver powder

      Holy Water flask

      Grappling Hook x2

      100m rope

      Caltrops x20

      5 oil flask4

      Notes