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Otis Olthin

4 Level (0/6500 XP for level-up) Far Traveler Background Wood Elf Race / Species / Heritage Alignment
Ranger
Level 4
Hit Dice: 4/4
1d10+3 Class 1

STR 11

+0

DEX 19

+4

CON 16

+3

INT 13

+1

WIS 16

+3

CHA 11

+0

42
Hit Points
+4
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
35
Speed (walk/run/fly)
15
Passive Perception
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+6 Dexterity
+3 Constitution
+1 Intelligence
+5 Wisdom
+0 Charisma
saving throws
+6 Acrobatics DEX
+5 Animal Handling WIS
+1 Arcana INT
+0 Athletics STR
+0 Deception CHA
+1 History INT
+5 Insight WIS
+0 Intimidation CHA
+3 Investigation INT
skills
+3 Medicine WIS
+1 Nature INT
+5 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longbow +6 DEX 1d8+4+4 Piercing
 Range 150/600ft. Martial
Shortsword +6 DEX 1d6+4+4 Piercing
 Finesse
Feythorn +7 DEX 1d8+5+4 Piercing
 Finesse, range 150/600
Attacks

Spell Book

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Immunities
magical-sleep
Attacks

Longbow.ranged, +8 to hit, 1d8+4 damage
Actions

Primeval Awareness

Spend an X-level spell slot, for X minutes, you sense the types of creatures within 1 mile(6 if grassland.
Features, Traits, and Feats

Archery Fighting Style

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

Favored Enemy

You have advantage on survival checks to track goblin and kobold creatures and on INT checks to recall info about them.

Fey Ancestry

Advantage on charmed saves and immune to sleep magic.

Mask of the Wild

You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Natural Explore

Your favored terrain type is grassland. Related to the terrain type: 2X proficiency bonus for INT and WIS checks for which you are proficient, difficult terrain doesn't slow your group, always alert for danger, can move stealthily alone at normal pace, 2x food when foraging, while tracking learn exact number, size, and when they passed through.

Primal Companion

This 3rd-level feature replaces the Ranger's Companion feature.

You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block-Beast of the Land, Beast of the Sea, or Beast of the Sky-which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.

In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If
you are incapacitated, the beast can take any action of its choice, not just Dodge.

If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.



Beast of the Land
Medium beast
Armor Class: 13 + PB (natural armor)
Hit Points: 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
Speed: 40 ft., climb 40ft.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (−1) 14 (+2) 11 (+0)
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus (PB): equals your bonus
Charge: If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.


Beast of the Sea
Medium beast
Armor Class: 13 + PB (natural armor)
Hit Points: 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
Speed: 5 ft., swim 60ft.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (−1) 14 (+2) 11 (+0)
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus (PB): equals your bonus
Amphibious: The beast can breathe both air and water.
Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can't use this attack on another target.


Beast of the Sky
Small beast
Armor Class: 13 + PB (natural armor)
Hit Points: 4 + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)
Speed: 10 ft., fly 60ft.
STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 8 (−1) 14 (+2) 11 (+0)
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus (PB): equals your bonus
Flyby: The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.



Exceptional Training

Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bestial Fury

Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.
Share Spells

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.

Trance
Trance 4 hrs. instead of sleep 8.

Sharpshooter



You can make shots that others find impossible, granting you the following benefits:

Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.

Bypass Cover. Your Ranged Attacks with weapons ignore Half Cover and Three Quarters Cover.

Firing in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your ranged Attack Rolls with weapons.

Long Shots. Attacking at Long Range doesn’t impose Disadvantage on your ranged Attack Rolls with weapons.

Features & Traits
Longbow
Feythorn
Scale mail
Shortsword
Arrow
Quiver
Waterskin
Bedroll
Thieves Tools
Rations
Rope
Tinderbox
Mess kit
Backpack
Torch

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 100, Platinum: 0 Money
As a bonus action, the user of this bow can cast falling stars which unleash from the bow into the air, falling down on two targets within 90ft, dwaling 1d4+DEX cols damage (LVL/2+1 charges)

Once per long rest, the user can augment an arrow that is about to be unleashed with the power of the Fey, where the user and the target that the arrow hits, teleport and switch places

Feythorn


™ & © 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:Longbow?expansion=33335

Longbow

Weapon

Common

Properties

Ammunition (Arrow), Heavy, Two-Handed

Mastery

Slow

Description


A longbow is a powerful, hand-drawn wooden bow, typically 5–6 feet (1.5–1.8 meters) tall, that shoots long feathered arrows, that is used for both massed combat and hunting.




Type Damage Damage Range
Martial Ranged 1d8 Piercing 150/600 ft

Cost: 50 GP
Weight: 2 lb

Player's Handbook

Scale Mail

Armor (Medium)

Common

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Type AC STR Req. Stealth Dis.
Medium 14 + Dex modifier (max 2) - Yes

Cost: 50 gp
Weight: 45 lbs

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

The statblocks of your class features

Beast Master

The Beast Master archetype embodies an extraordinary friendship between the ranger and a special beast.

Ranger's Companion

At 3rd level, you gain a beast companion that accom­panies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher.
    Like any creature, it can spend Hit Dice during a short rest to regain hit points. The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, or Help action.
    Once you have the Extra Attack feature, you can make one weapon attack yourself when you com­mand the beast to take the Attack action. If you don't issue a command, the beast takes the Dodge action.
    If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.
    While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn't hostile to you and that meets the requirements.
 

Primal Companion

At 3rd level, you can optionally choose to replace the Ranger's Companion feature for this one.
You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block -Beast of the Land, Beast of the Sea, or Beast of the Sky- which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block.
    Whatever kind you choose, the beast bears primal markings, indicating its mystical origin. In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action.
    If you are incapacitated, the beast can take any action of its choice, not just Dodge. If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.
    When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.
 

Exceptional Training

Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disen­gage, Dodge, or Help action on its turn. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
 

Bestial Fury

Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.
 

Share Spells

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

D&D ONE playtest

Wood elf Lineage

ability score increase: +1 Wisdom
age: 750 years on average.
alignment: Any
Size: Medium
speed: 35
Languages: Common
parent race: Elf
race features:
Wood elf lineage. Your speed is increased to 35. At first level, you gain the the Druidcraft cantrip. At 3rd level you gain the Longstrider spell, and the Pass Without Trace spell at 5th. You may cast each noncantrip spell once per long rest.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

SRD

Goodberry

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a sprig of mistletoe
Duration: Instantaneous
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.   The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Available for: Druid, Ranger

SRD

Hunter's Mark

1-level Divination

Casting Time: 1 bonus action
Range/Area: 90 ft
Components: Verbal
Duration: Concentration, up to 1 hour
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.
Available for: Ranger

SRD

Speak with Animals

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
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.
Available for: Bard, Druid, Ranger

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


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