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Jakobinian

1 Level (0/300 XP for level-up) Noble Background Gnome Race / Species / Heritage chaotic evil Alignment
Rogue
Level 1
Hit Dice: 1/1
1d8+3 Class 1

STR 11

+0

DEX 20

+5

CON 16

+3

INT 13

+1

WIS 16

+3

CHA 8

-1

11
Hit Points
+5
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+7 Dexterity
+3 Constitution
+3 Intelligence
+3 Wisdom
-1 Charisma
saving throws
+7 Acrobatics DEX
+5 Animal Handling WIS
+1 Arcana INT
+0 Athletics STR
-1 Deception CHA
+1 History INT
+5 Insight WIS
-1 Intimidation CHA
+1 Investigation INT
-3 Rizz CHA
skills
+3 Medicine WIS
+1 Nature INT
+5 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+1 Religion INT
+9 Sleight of Hand DEX
+9 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortsword +7 DEX 1d6+5 piercing
 light, finesse (vex)
Scimitar +7 DEX 1d6+5 slashing
 light, finesse (nick)
Light crossbow +7 DEX 1d8+5 piercing
 ammunition (80/320), loading, two handed (slow)
Whip +7 DEX 1d4+5 slashing
 finesse, reach (slow)
Attacks

Studded Leather Armor
Travelers' Clothes
Fine Clothes



Thieves' tools
Climber's kit



Shovel
Crowbar
Bullseye Lantern
Pole (10 ft)
2x Rope (50 ft)



Caltrops (bag of 20)
2x Net




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

languages: common, gnome, thieves can't, goblin


tool kits: thieves tools, poisoners kit




Languages & Proficiencies
<p>feats:<br>Alert, Lucky</p>
<p></p>
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Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
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

https://roll20.net/compendium/dnd5e/Items:Scimitar?expansion=33335

Scimitar

Weapon

Common

Properties

Finesse, Light

Mastery

Nick

Description


A scimitar is a backsword or saber with a distinctive curved blade that broadens toward the point, historically used by cavalry. Known for its sharp convex edge designed for slashing in mounted combat, it serves as a symbol of honor and authority in various cultures.




Type Damage Damage Range
Martial Melee 1d6 Slashing

Cost: 25 GP
Weight: 3 lb

https://roll20.net/compendium/dnd5e/Items:Shortsword?expansion=33335

Shortsword

Weapon

Common

Properties

Finesse, Light

Mastery

Vex

Description


A short sword is a hand-held weapon with a blade typically measuring between 16 and 24 inches, designed for close-quarters combat, thrusting, and slashing. Often used in combination with a shield or as a backup weapon, they are characterized by superior maneuverability and are often used one-handed, bridging the gap between a dagger and a longsword.




Type Damage Damage Range
Martial Melee 1d6 Piercing

Cost: 10 GP
Weight: 2 lb

https://roll20.net/compendium/dnd5e/Items:Light%20Crossbow?expansion=33335

Light Crossbow

Weapon

Common

Properties

Ammunition (Bolt), Loading, Two-Handed

Mastery

Slow

Description


A light crossbow is a two-handed ranged weapon designed for faster loading and maneuvering compared to heavy crossbows, typically firing bolts using a manual, single-motion draw or a simple lever like a goat's foot.



Type Damage Damage Range
Simple Ranged 1d8 Piercing 80/320 ft

Cost: 25 GP
Weight: 5 lb

https://roll20.net/compendium/dnd5e/Items:Whip?expansion=33335

Whip

Weapon

Common

Properties

Finesse, Reach

Mastery

Slow

Description


A whip is a flexible implement, typically consisting of a handle and a lash, used for striking to inflict pain, provide cues to animals, or produce a sharp, audible crack.




Type Damage Damage Range
Martial Melee 1d4 Slashing

Cost: 2 GP
Weight: 3 lb

Player's Handbook

Studded Leather

Armor (Light)

Common

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Type AC STR Req. Stealth Dis.
Light 12 + Dex modifier No

Cost: 45 gp
Weight: 13 lbs

The statblocks of your class features

Rogue (Thief)


Hit Points

Hit Dice: d8 per Rogue (Thief) level
Hit Points at first Level: 8 + your Constitution Modifier
Hit Points at Higher Levels: 1d8!<=2 +your Constitution modifier per Rogue level after 1st (minimum of 2 on the roll)

Proficiences

Armor: Light
Weapons: Simple, Hand Crossbows, Longswords, Rapiers, Shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Overview & Creation

Level Proficiency Bonus Features Sneak Attack
1 +2 Expertise, Sneak Attack, Thieves' Cant 1d6
2 +2 Cunning Action 1d6
3 +2 Roguish Archetype : Thief, Steady Aim (Optional), Archetype Feature : Fast Hands, Archetype Feature : Second-Story Work 2d6
4 +2 Ability Score Improvement 2d6
5 +3 Uncanny Dodge 3d6
6 +3 Expertise 3d6
7 +3 Evasion 4d6
8 +3 Ability Score Improvement 4d6
9 +4 Archetype Feature : Supreme Sneak 5d6
10 +4 Ability Score Improvement 5d6
11 +4 Reliable Talent 6d6
12 +4 Ability Score Improvement 6d6
13 +5 Archetype Feature : Use Magic Device 7d6
14 +5 Blindsense 7d6
15 +5 Slippery Mind 8d6
16 +5 Ability Score Improvement 8d6
17 +6 Archetype Feature : Thief's Reflexes 9d6
18 +6 Elusive 9d6
19 +6 Ability Score Improvement 10d6
20 +6 Stroke of Luck 10d6

 


Class Features

Level 1

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.   At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.  

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.   You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.   The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.  

Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.   In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.  

Level 2

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.  

Level 3

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.  

Thief

Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.  

Second-Story Work

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.   In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.  

Steady Aim (Optional)

At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.  

Level 4

Ability Score Improvement

When you reach 4th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. Through this way, you can't increase an Ability Score beyond 20. Alternatively, you can pick a feat.  

Level 5

Uncanny Dodge

Starting at 5th level, 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.  

Level 6

 

Level 7

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.  

Level 8

Ability Score Improvement

For detail see Ability Score Improvement  

Level 9

Supreme Sneak

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.  

Level 10

 

Level 11

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.  

Level 12

Ability Score Improvement

For detail see Ability Score Improvement  

Level 13

Use Magic Device

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.  

Level 14

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.  

Level 15

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.  

Level 16

Ability Score Improvement

For detail see Ability Score Improvement  

Level 17

Thief's Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.  

Level 18

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.  

Level 19

 

Level 20

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.   Once you use this feature, you can't use it again until you finish a short or long rest.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack
  • Leather armor, two daggers, and thieves' tools

 


Subclass Options

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.   Source: Player's Handbook

Rogue (Soulknife)


Hit Points

Hit Dice: d8 per Rogue (Soulknife) level
Hit Points at first Level: 8 + your Constitution Modifier
Hit Points at Higher Levels: 1d8!<=2 +your Constitution modifier per Rogue level after 1st (minimum of 2 on the roll)

Proficiences

Armor: Light
Weapons: Simple, Hand Crossbows, Longswords, Rapiers, Shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Overview & Creation

Level Proficiency Bonus Features Sneak Attack
1 +2 Expertise, Sneak Attack, Thieves' Cant 1d6
2 +2 Cunning Action 1d6
3 +2 Roguish Archetype : Soulknife, Steady Aim (Optional), Archetype Feature : Psionic Power (d6), Psychic Blades 2d6
4 +2 Ability Score Improvement 2d6
5 +3 Uncanny Dodge, Psionic Power (d8) 3d6
6 +3 Expertise 3d6
7 +3 Evasion 4d6
8 +3 Ability Score Improvement 4d6
9 +4 Archetype Feature : Soul Blades 5d6
10 +4 Ability Score Improvement 5d6
11 +4 Reliable Talent, Psionic Power (d10) 6d6
12 +4 Ability Score Improvement 6d6
13 +5 Archetype Feature : Psychic Veil 7d6
14 +5 Blindsense 7d6
15 +5 Slippery Mind 8d6
16 +5 Ability Score Improvement 8d6
17 +6 Archetype Feature : Rend Mind, Psionic Power (d12) 9d6
18 +6 Elusive 9d6
19 +6 Ability Score Improvement 10d6
20 +6 Stroke of Luck 10d6

 


Class Features

Level 1

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.   At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.  

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.   You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.   The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.  

Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.   In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.  

Level 2

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.  

Level 3

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.  

SoulKnife

Psionic Power

Starting at 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.   Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.   When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).   The powers below use your Psionic Energy dice.   Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.   Psychic Whispers. You can establish telepathic communication between yourself and others-perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.   The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.  

Psychic Blades

Also at 3rd level, You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.   After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.  

Steady Aim (Optional)

At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.  

Level 4

Ability Score Improvement

When you reach 4th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. Through this way, you can't increase an Ability Score beyond 20. Alternatively, you can pick a feat.  

Level 5

Uncanny Dodge

Starting at 5th level, 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.  

Level 6

 

Level 7

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.  

Level 8

Ability Score Improvement

For detail see Ability Score Improvement  

Level 9

Soul Blades

Starting at 9th level, your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:   Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.   Psychic Teleportation. As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.  

Level 10

 

Level 11

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.  

Level 12

Ability Score Improvement

For detail see Ability Score Improvement  

Level 13

Psychic Veil

At 13th level, You can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.   Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.  

Level 14

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.  

Level 15

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.  

Level 16

Ability Score Improvement

For detail see Ability Score Improvement  

Level 17

Rend Mind

When you reach 17th level, you can sweep your Psychic Blade directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   Once you use this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.  

Level 18

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.  

Level 19

 

Level 20

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.   Once you use this feature, you can't use it again until you finish a short or long rest.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack
  • Leather armor, two daggers, and thieves' tools

 


Subclass Options

Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.   Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.   As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.   Source: Tasha's Cauldron of Everything

Ranger (Gloom Stalker)


Hit Points

Hit Dice: d10 per Ranger (Gloom Stalker) level
Hit Points at first Level: 10 + your Constitution modifer
Hit Points at Higher Levels: 1d10!<=2 +your Constitution modifier per Ranger level after 1st (minimum of 2 on the roll)

Proficiences

Armor: Light, Medium, Shields
Weapons: Simple, Martial
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth and Survival.

Overview & Creation

Level Proficiency Bonus Features Spells Known
1 +2 Favored Enemy, Natural Explorer, Deft Explorer (optional), Favored Foe (optional) -
2 +2 Spellcasting, Fighting Style 2
3 +2 Primeval Awareness, Ranger Conclave : Gloom Stalker, Primal Awareness Deviation (optional), Conclave Feature : Gloom Stalker Magic, Dread Ambusher, Umbral Sight 3
4 +2 Ability Score Improvement 3
5 +3 Extra Attack 4
6 +3 Favored Enemy improvement , Natural Explorer Improvement, Deft Explorer Improvement (optional) 4
7 +3 Conclave Feature : Iron Mind 5
8 +3 Ability Score Improvement, Fleet of Foot 5
9 +4 6
10 +4 Natural Explorer Improvement, Hide in Plain Sight, Deft Explorer Improvement (optional), Nature's Veil (Optional) 6
11 +4 Conclave Feature : Stalker's Fury 7
12 +4 Ability Score Improvement 7
13 +5 8
14 +5 Favored Enemy Improvement, Vanish 8
15 +5 Conclave Feature : Shadowy Dodge 9
16 +5 Ability Score Improvement 9
17 +6 10
18 +6 Feral Senses 10
19 +6 Ability Score Improvement 11
20 +6 Foe Slayer 11

 


Class Features

Level 1

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.  

Level 2

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.
  •  

    Level 3

    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.  

    Primeval Awareness Alternative (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.
    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.  

    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.  

    Gloom Stalker Magic

    Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.  
    Ranger Level Spell
    3rd Disguise Self
    5th Rope Trick
    9th Fear
    13th Greater Invisibility
    17th Seeming
     

    Dread Ambusher

    At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.   At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.  

    Umbral Sight

    At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.   You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.  

    Level 4

    Ability Score Improvement

    When you reach 4th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. Through this way, you can't increase an Ability Score beyond 20. Alternatively, you can pick a feat.  

    Level 5

    Extra Attack

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

    Level 6

     

    Level 7

    Iron Mind

    By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).  

    Level 8

    Ability Score Improvement

    For detail see Ability Score Improvement  

    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.  

    Level 9

     

    Level 10

    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.  

    Level 11

    Stalker's Fury

    At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.  

    Level 12

    Ability Score Improvement

    For detail see Ability Score Improvement  

    Level 13

     

    Level 14

    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.  

    Level 15

    Shadowy Dodge

    Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.  

    Level 16

    Ability Score Improvement

    For detail see Ability Score Improvement  

    Level 17

     

    Level 18

    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.  

    Level 19

     

    Level 20

    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.


    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.  

    Spell Slot Table

    Level 1st 2nd 3rd 4th 5th
    1 - - - - -
    2 2 - - - -
    3 3 - - - -
    4 3 - - - -
    5 4 2 - - -
    6 4 2 - - -
    7 4 3 - - -
    8 4 3 - - -
    9 4 3 2 - -
    10 4 3 2 - -
    11 4 3 3 - -
    12 4 3 3 - -
    13 4 3 3 1 -
    14 4 3 3 1 -
    15 4 3 3 2 -
    16 4 3 3 2 -
    17 4 3 3 3 1
    18 4 3 3 3 1
    19 4 3 3 3 2
    20 4 3 3 3 2

     


    Subclass Options

    Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.   Source: Xanathar's Guide to Everything

    Statblocks for your familiars, mounts etc.

    DnD 5e DMG

    Cart

    Vehicle Common

    Vehicle (land)   Carrying Capacity: 3 passengers or 600 lbs cargo (1 passenger  = 200lbs)   Crew 1, AC 11, HP 50   Passengers: Indicates the number of Small and Medium passengers the vehicle can accommodate.   Accommodations: no special accomodations   Cargo: The maximum tonnage the vehicle can carry.   Damage Threshold: If a vehicle has a Damage Threshold, it has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn't reduce the ship's hit points.   Vehicle Repair: Repairs to a damaged vehicle can be made while the vehicle is parked. Repairing 10 hit point of damage requires 1 day and costs 15 gp for materials and labor.

    Cost: 15gp Weight: 200lbs


     

    DnD 5e DMG

    Wagon

    Vehicle Common

    Vehicle (land)   Carrying Capacity: 5 passengers or 1000 lbs cargo (1 passenger  = 200lbs)   Crew 1, AC 11, HP 50   Passengers: Indicates the number of Small and Medium passengers the vehicle can accommodate.   Accommodations: no special accomodations   Cargo: The maximum tonnage the vehicle can carry.   Damage Threshold: If a vehicle has a Damage Threshold, it has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn't reduce the ship's hit points.   Vehicle Repair: Repairs to a damaged vehicle can be made while the vehicle is parked. Repairing 10 hit point of damage requires 1 day and costs 15 gp for materials and labor.

    Cost: 35gp Weight: 400lbs


     
    SRD

    Mule

    Medium beast, unaligned
    Armor Class 10
    Hit Points 11 2d8+2
    Speed 40ft

    STR
    14 +2
    DEX
    10 0
    CON
    13 +1
    INT
    2 -4
    WIS
    10 0
    CHA
    5 -3

    Senses passive Perception 10
    Challenge 1/8 (25 XP)


    Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carry capacity.
    Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.


    Actions

    Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 1d4+2 bludgeoning damage.


     

    Statblocks for race/species of the character.

    Alert

    Alert

    Prerequisite: None
    Repeatable: No
     

    Always on the lookout for danger, you gain the following benefits:

    Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.

    Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally is Incapacitated.

    Lucky

    Lucky

    Prerequisite: None
    Repeatable: No
     

    You have inexplicable luck that can kick in at just the right moment, granting you the following benefits:

    Luck Points. You have a number of Luck Points equal to your Proficiency Bonus. You can spend the points on the benefits below, and you regain your expended Luck Points when you finish a Long Rest.

    Advantage. Immediately after you roll a d20 for a d20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.

    Disadvantage. When a creature rolls a d20 for an Attack Roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

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


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