Roland
Oathériver

Cleric 5 / Ranger 9 = Lvl 14

Cleric PHB 56 / Ranger Unearthed Arcana #18
Race: Human (PHB 29)
Background: Outlander (PHB 136)
     Feature: Wanderer
Alignment: Chaotic Good

Roland is from Chionthar, a wooded area just outside of Baldur’s Gate where he lives with his Bard mother, Rhythm Oathénight.
He is 19, 160 lbs, 6ft tall, tan af, and has green eyes and brown hair.
Roland serves Pelor, god of the Sun.
Roland’s giant great horned spirit owl is named Wings.
Roland was granted sensation in his mechanical arm, as well as a full, radiant, beard, by Quadriel the Deva in Sigil.

AC: 18 (Armor 16 AC + Shield 2 AC)
Temp AC: ______________

Proficiency: +5        

Passive Perception: 20       

Speed: 30        

Initiative (advantage*):                      
*Ranger Natural Explorer Feature

HP Maximum: 141                    
Current HP: _______________
Temporary HP: _____________

Hit Dice: 2d6/ranger, 1d8/cleric
Max Hit Dice: 18d6, 5d8
Current Hit Dice:
____d6, ____d8

Death Saves:
___, ___, ___ Successes
___, ___, ___ Failures

Inspiration: _____________

Ability Scores: (Modifier)

Strength15(+2)
Dexterity16(+3)
Constitution14(+2)
Intelligence12(+1)
Wisdom20(+5)
Charisma14(+2)

Saving Throws: (Proficient)

Strength(+7)
Dexterity(+8)
Constitution+2
Intelligence+1
Wisdom(+10)
Charisma(+7)

*Ranger’s Favored Enemies:
Advantage on saves against
Fiends and Undead

Proficiencies:

Weapons: Simple, Martial, The Falkren Arm

Armor: Light, Med, Heavy, Shields

Music: Flutes, Stringed Instruments, Drums, Voice

Tools: Alchemist Supplies, Cook’s Utensils, Healer’s Kit, Herbalism Kit, Thief’s Tools, Tinker Tools

Languages: Common, Abyssal, Dwarvish, Elvish, Infernal, Orcish, Sylvan

Currency:

CP:                   
SP:2                 
EP:                   
GP:403           
PP:                   

Health Potions:
11      Normal Healing: 2d4+2 health (8 hour day to craft)
2       Greater Healing: 4d4+4 health (3 days to craft)
1       Superior Healing: 8d4+8 health (10 days to craft)
0      Supreme Healing: 10d4+20 health (30 days to craft)
Manticore Leather Belt: 5 Potion Holsters

Skills:

(Proficient skills are in parentheses)

Acrobatics +5* Dex
( Animal Handling ) (+10) Wis
Arcana +1 Int
( Athletics ) (+7) Str
Deception +2 Cha
( History ) (+6) Int
Insight +5 Wis
Intimidation +2 Cha
Investigation +1 Int
( Medicine ) (+10) Wis
( Nature ) (+6) Int
( Perception ) (+10) Wis
Performance +2 Cha
( Persuasion ) (+7) Cha
Religion +1 Int
Slight of Hand +3 Dex
Stealth +3 Dex
( Survival ) (+10) Wis

*+2 Armor Bonus
   Included

(+5) Proficiency Bonus
   Included

Ranger, Multiattack: (PHB 92) Use Attack action twice per turn

Ranger, Fleet of Foot: Use Dash as a bonus action on my turn

Ranger, Favored Enemies: Fiends and Undead
Damage +4 against favored enemies
Advantage on saving throws against favored enemies

Ranger, Natural Explorer:
Advantage on initiative rolls.
Advantage on attack rolls against creatures that have not yet acted.

Ranger, Fighting Style: Druidic Warrior (TCE 57)
Learn 2 Druid Cantrips: Gust and Control Flames


Daryl’s Boon: 1 Use/Long Rest (____)
Once per long rest, give disadvantage to one attack against you.

Lifewell Tattoos: Chest and Back (TCE 129)
Necrotic Resistance (half damage)
Twice per day, when you would be reduced to 0 HP, go to 1 HP instead.

Feat – Tough: (PHB 170)
Whenever you gain a level, your Hitpoint maximum increases by an additional 2 Hitpoints.

Feat – Fey Touched: (TCE 79)
Obtain use of Misty Step and Feather Fall spells.
Can cast each of these without expending a spell slot, once per long rest. Can also cast these spells using spell slots.

Channel Divinity:

Channel Divinity has 2 uses per rest. (____)

Channel Divinity – Turn Undead: (PHB 59)
As an action, you present your holy symbol and speak a prayer censuring the undead.
Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Destroy Undead: (PHB 59) 1/2 CR or Lower
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table (PHB 59).

Channel Divinity – Preserve Life: (PHB 60)
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them.
This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or construct.

Harness Divine Power: (TCE 30) 1 Use/Long Rest (____)
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

Armor:

Enchanted Chain Mail (16 AC)
No disadvantage on Stealth checks
+2 to Acrobatics checks.

Kite Shield (+2 AC), Squirrel Cap, Raccoon Cap,
Ranger’s Clothes, Thick Black Cloak

Ear Ring of Whisper

Weapons:

+Str/Dex to Attack Rolls and Damage Rolls
(+Proficiency) to Attack Rolls
[+4 Damage] For Weapon attacks against Favored Enemies
    (Fiends and Undead)

Longbow
Attack +3 (+5) = +8
Damage 1d8 pierce +3
    [+4 Damage for Fiends and Undead]

Hunting Knife
Attack +2 (+5) = +7
Damage 1d4 slash +2
    [+4 Damage for Fiends and Undead]

Tree Bane Axe
Attack +2 (+5) = +7
Damage 1d8 slash +2 (1-hand)
Damage 1d10 slash +2 (2-hand)
    [+4 Damage for Fiends and Undead]
+1d8 slash against plants

Staff of the Owl
Attack +2 (+5) = +7
Damage 1d6 bludgeoning +2 (1-hand)
Damage 1d8 bludgeoning +2 (2-hand)
    [+4 Damage for Fiends and Undead]
+1 to investigation searches for items.
10 charges ( ___ remaining).
While holding the staff, use an action to cast:
Fly: Use 3 charges; Locate Object: Use 2 Charges.
Regains 1d6+4 charges at dawn.

Charged Rapier (+1)
Attack +1 +2 (+5) = +8
Damage 1d8 +1 +2 pierce = 1d8+3 pierce
    +1d4 lightning
    [+4 Damage for Fiends and Undead]
Electric Charge: When you move at least 20 feet in a straight line on your turn while holding this rapier, you can speak its command word as a bonus action to briefly disappear and transform into a bolt of lightning. When you do, choose an unoccupied space you can see within 20 feet of you that’s along the same straight line in which you’re moving. You form a 5-foot-wide line of lightning originating from yourself that extends to the unoccupied space. You reappear in that space as the bolt of lightning passes through anything in its path.
If there are any creatures in the line of lightning, roll a d20 and add 9 to the result. If the total of the roll meets or exceeds the AC of any creature in the line, that creature takes 1d4 + 1 lightning damage as you pierce through it as the bolt of lightning.

Explorer’s Backpack:

Bedroll, Mess Kit, Tinderbox, 50 ft rope, Hammock, Fishing Gear, Lantern, Oil Vials (2        ), Ink, Quills, Pelor Talismans, Flute, Exotic Seed Pouch, Owl Food, Parchment (5        ), Chalk (2        ), Water Skins (3        )

Alchemist Supplies, Cook’s Utensils, Healer’s Kit, Herbalism Kit, Thief’s Tools, Tinker Tools, Hammer and Chisel, Crowbar

Arrows (in Quiver) (30        ), Second Quiver with 30 arrows
Darts (in Case) (50        )
Manticore Spikes (Serrated Darts) (24        )

“Bottled Emotions”, Map of Calimshan, “Bird Lube “It Works.””, “Everlasting Torch”, Magic Whistle, Candied Pear from Candlekeep, Recipe for Candlekeep Hearth Stew, Raccoon Cap from Santa, “Manticore Pendant”, Potion of Fire Giant Strength, “Indelible Pen” (Sharpie)

Roland’s Arm

Falkren Industries Arm Prototype v1.00 Multipurpose Design

Shoulder Mounted Turret: Activated as bonus action
Turret: +1 attack for 1d4 damage per dart.
10 darts in clip allows for additional 10 attacks to be made as bonus actions
Darts can only be Falkrentech brand. They are custom fashioned to function with the machine.

Reconnaissance Sparrow Unit : Tiny construct, unaligned
AC 13 (Natural)       HP: 6       Speed 10ft, Fly 60ft
Str 5 (-3)            Dex 16 (+3)            Con 11 (+0)            Int 10 (+0)
Wis 10 (+0)        Cha: 1 (-5)
Damage Immunities: Poison, Psychic, Bludgeoning, Piercing, Slashing
      from nonmagical weapons that are not adamantine
Condition Immunities: Charmed, Exhaustion,
      Frightened, Paralyzed, Petrified, Poisoned
Senses: Darkvision 60ft, Passive perception 10
Languages: Same as user, can’t speak.
Two-Way Radio: Record Sound (1 hour) & Two-way radio to user
Talons: +5 to hit, reach 5ft, 1 target, Hit: 1 slashing damage

Revivifly Unit: Tiny construct, unaligned
AC 15       HP: 10       Speed 20ft, Hover 60ft
Str 4 (-3)            Dex 20 (+5)            Con 12 (+1)            Int 6 (-2)
Wis 16 (+3)         Cha 6 (-2)
Saving Throws: Dex +7
Skills: Perception +5, Stealth +7
Damage Vulnerability: Lightning
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
Senses: Darkvision 60ft, Passive perception 15
Potion Administration: Health, Stamina, Magicka
      Bonus Action to deploy Revivifly Unit to administer potion to any willing
           creature.
      Inventory: 1 Potion of Greater Healing, 1 Potion of Stamina,
           1 Potion of Magic Restoration

Battery Compartment:
Falkrentech Arcane Charges power the machinations of the arm.
A single 1″x3″ standard charge can power the arm at average levels of usage for about 6 months.
Warning: DO NOT allow charges to be punctured or cracked open violently! Keep in casing and sealed!

Pelor Amulet:
“I carry into darkness…
A sun that never sets…”

Cantrips: (Range / Casting Time / Duration)

Druidic / Control Flames (60 ft / 1 Action / Instant)
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
* You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
* You instantaneously extinguish the flames within the cube.
* You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
*You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Druidic / Gust (30 ft / 1 Action / Instant)
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 effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

Light (Touch / 1 Action / 1 Hour)
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Mending (Touch / 1 Minute / Instant)
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

Guidance (Touch / 1 Action / 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.

Resistance (Touch / 1 Action / 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 saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

Spare the Dying (Touch / 1 Action / Instant)
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Sacred Flame (60 ft / 1 Action / Instant)
Flame-like radiance descends on a creature that you can see within range; it must succeed on a dex save (DC 17) or take 3d8 radiant damage.
The spell’s damage increases by 1d6 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Toll the Dead (60 ft / 1 Action / Instant)
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 3d8 necrotic damage. If the target is missing any of its hit points, it instead takes 3d12 necrotic damage.
The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Word of Radiance (5 ft / 1 Action / Instant)
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 3d6 radiant damage.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Thaumaturgy (30 ft / 1 Action / 1 Minute)
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
*Your voice booms up to three times as loud as normal for 1 minute.
*You cause flames to flicker, brighten, dim, or change color for 1 minute.
*You cause harmless tremors in the ground for 1 minute.
*You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
*You instantaneously cause an unlocked door or window to fly open or slam shut.
*You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Wings, Giant Great Horned Owl

Alignment: Chaotic Good.
Wings is a male, ashy gray, great horned owl
    with darker black spots in his feathers.

At Level 14:

AC: (12 + Prof.) 12 + 4 = 16
Proficiency: +5
Hit Dice: 14d10
Max HP: 140
Current HP: ____________
Land Speed: 5 ft.
Flying Speed: 60 ft.
Initiative: ______________

Ability Scores: (Modifier)

Strength16(+3)
Dexterity17(+3)
Constitution14(+2)
Intelligence8(-1)
Wisdom14(+2)
Charisma10(+0)

Saving Throws: (Proficient)

Strength(+8)
Dexterity(+8)
Constitution(+7)
Intelligence(+4)
Wisdom(+7)
Charisma(+5)

Proficiencies (+5)
AC, Saves, Attacks, Damage, Acrobatics, Athletics, Nature

Expertise (+10)
Perception, Stealth

Senses
Darkvision: 120 ft
Passive Perception: 22

Languages
Understands the same languages as Roland, as well as Avian.

Skills:

(Proficient skills are in parentheses)
[[Expertise skills are in brackets]]

( Acrobatics ) (+8) Dex
Animal Handling +2 Wis
Arcana -1 Int
( Athletics ) (+8) Str
Deception +0 Cha
History -1 Int
Insight +2 Wis
Intimidation +0 Cha
Investigation -1 Int
Medicine +2 Wis
( Nature ) (+4) Int
[[ Perception ]] [[+12]] Wis
Performance +0 Cha
Persuasion +0 Cha
Religion -1 Int
Slight of Hand +3 Dex
[[ Stealth ]] [[+13]] Dex
Survival +2 Wis

(+5) Proficiency Bonus
   Included

[[+10]] Expertise Bonus
   Included

Shared favored enemies:
Fiends and Undead (+4 Damage and to Saves)

Talons
Melee weapon attack, reach 5 ft., one target.
Attack +3 (+5) = +8
Damage: 2d6 +3 (+5) slash = 2d6+8 slash
    [+4 Damage for Fiends and Undead]

Talons w/ +2^ Valhallium Gaffs
Melee weapon attack, reach 5 ft., one target.
Attack +3 (+5) +2^ = +10
Damage: 2d8 +3 (+5) +2^ slash = 2d8+10 slash
    [+4 Damage for Fiends and Undead]

Flyby
The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Keen Hearing and Sight
Wings has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Other Items:

Garote hidden in a pouch under the right wing.
Emergency Health Potion hidden under left wing.

Feat – Magic Initiate:
Obtain use of Thaumaturgy and Mending Cantrips.
Obtain use of Level 1 Spell Detect Magic.
Can cast this spell without expending a spell slot, once per long rest.
Can also cast this spell using Roland’s spell slots.

Spellcasting

Spellcasting Ability
(Wisdom mod): +5

Spell Attack Bonus
(Ability mod + Proficiency): +10

Spell Save DC
(Spell Attack + 8): 18

Disciple of Life
Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Multiclass Spell Slots (PHB 165)
(Cleric Level + ½ Ranger Level)
Level 1 (_____ of 4 )
Level 2 (_____ of 3 )
Level 3 (_____ of 3 )
Level 4 (_____ of 3 )
Level 5 (_____ of 2)
Level 6 (_____ of 1)
Level 7 (_____ of 1)
Level 8 (_____ of 0)
Level 9 (_____ of 0)

Cleric Spells Known
(cleric level + wisdom mod)
( 5 + 5 ) = 10

Ranger Spells Known (PHB 91):
6

Life Domain Spells
1st Level:
bless, cure wounds
3rd Level: lesser restoration, spiritual weapon
5th Level: beacon of hope, revivify
7th Level: death ward, guardian of faith
9th Level: mass cure wounds, raise dead

Roland’s right arm had been replaced by Pelor, with an enchanted silver appendage imbued with the power to cast Gentle Repose by touch at will.

Cleric Cantrips:
Guidance, Light, Mending, Resistance, Sacred Flame, Spare the Dying, Thaumaturgy, Toll the Dead^, Word of Radiance^

Cleric Level 1 Spells:
Bane, Bless, Command, Create or Destroy Water, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Guiding Bolt, Healing Word, Inflict Wounds, Protection from Evil and Good, Purify Food and Drink, Sanctuary, Shield of Faith, Ceremony^

Cleric Level 2 Spells:
Aid, Augury, Blindness/Deafness, Calm Emotions, Continual Flame, Enhance Ability, Find Traps, Gentle Repose, Hold Person, Lesser Restoration, Locate Object, Prayer of Healing, Protection from Poison, Silence, Spiritual Weapon, Warding Bond, Zone of Truth

Cleric Level 3 Spells:
Animate Dead, Beacon of Hope, Bestow Curse, Clairvoyance, Create Food and Water, Daylight, Dispel Magic, Feign Death, Glyph of Warding, Magic Circle, Mass Healing Word, Meld into Stone, Protection from Energy, Remove Curse, Revivify, Sending, Speak with Dead, Spirit Guardians, Tongues, Water Walk, Life Transference^, Aura of Vitality, Spirit Shroud*

Cleric Level 4 Spells:
Banishment, Control Water, Death Ward, Divination, Freedom of Movement, Guardian of Faith, Locate Creature, Stone Shape, Aura of Life, Aura of Purity

Cleric Level 5 Spells:
Commune, Contagion, Dispel Evil and Good, Flame Strike, Geas, Greater Restoration, Hallow, Insect Plague, Legend Lore, Mass Cure Wounds, Planar Binding, Raise Dead, Scrying, Dawn^, Holy Weapon^, Summon Celestial*

Cleric Level 6 Spells:
Blade Barrier, Create Undead, Find the Path, Forbiddance, Harm, Heal, Heroes’ Feast, Planar Ally, True Seeing, Word of Recall, Sunbeam

^Xanathar’s Guide to Everything
*Tasha’s Cauldron of Everything

Cleric Level 7 Spells:
Conjure Celestial, Divine Word, Etherealness, Fire Storm, Plane Shift, Regenerate, Resurrection, Symbol, Temple of the Gods^

Cleric Level 8 Spells:
Antimagic Field, Control Weather, Earthquake, Holy Aura, Sunburst

Cleric Level 9 Spells:
Astral Projection, Gate, Mass Heal, True Resurrection, Power Word Heal

Ranger Level 1 Spells:
Alarm, Animal Friendship, Cure Wounds, Detect Magic, Detect Poison and Disease, Ensnaring Strike, Fog Cloud, Goodberry, Hail of Thorns, Hunter’s Mark, Jump, Longstrider, Speak with Animals, Absorb Elements^, Beast Bond^, Snare^, Zephyr Strike^, Entangle, Searing Smite

Ranger Level 2 Spells:
Animal Messenger, Barkskin, Beast Sense, Cordon of Arrows, Darkvision, Find Traps, Lesser Restoration, Locate Animals or Plants, Locate Object, Pass without Trace, Protection from Poison, Silence, Spike Growth, Healing Spirit^, Aid, Enhance Ability, Gust of Wind, Magic Weapon, Summon Beast*

Ranger Level 3 Spells:
Conjure Animals, Conjure Barrage, Daylight, Lightning Arrow, Nondetection, Plant Growth, Protection from Energy, Speak with Plants, Water Breathing, Water Walk, Wind Wall, Flame Arrows^, Elemental Weapon, Meld Into Stone, Revivify, Summon Fey*

Ranger Level 4 Spells:
Conjure Woodland Beings, Freedom of Movement, Grasping Vine, Locate Creature, Stoneskin,
Guardian of Nature^, Dominate Beast, Summon Elemental*

Ranger Level 5 Spells:
Commune with Nature, Conjure Volley, Swift Quiver, Tree Stride,
Steel Wind Strike^, Wrath of Nature^, Greater Restoration

Ranger

Hit Points
Hit Dice: 2d6 per ranger level
Hit Points at 1st Lvl: 12 + Con
HP at Higher Lvls: 2d6 + Con

Proficiencies
Armor: Light, medium, shields
Weapons: Simple, martial
Tools: None
Saving Throws: Str, Dex
Skills: Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead.

You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type.

Additionally, 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, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

Natural Explorer
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
• You ignore difficult terrain.
• You have advantage on initiative rolls.
• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
• 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
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.

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.


Spellcasting

Spells Known:
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 + Prof + Wis
Spell attack modifier = Prof + Wis

Primeval Awareness
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you. You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes.

…Primeval Awareness
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group.

Ranger Conclave
At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Beast Conclave, the Hunter Conclave, or the Stalker Conclave, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, & 15th level.

Ability Score Up
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Greater Favored Enemy
At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.

Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.

Fleet of Foot
Beginning at 8th level, you can use the Dash action as a bonus action on your turn.

Hide in Plain Sight
Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn.

You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

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.

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.

Foe Slayer
At 20th level, you become an unparalleled hunter. 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. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Ranger Conclaves

Across the wilds, rangers come together to form conclaves—loose associations whose members share a similar outlook on how best to protect nature from those who would despoil it.

Beast Conclave
Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave
develop a close bond with a beast, then further strengthen that bond through the use of magic.

Animal Companion
At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.

With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select your companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area. At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability.

…Animal Companion
You can have only one animal companion at a time. If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body. If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.

Companion’s Bond
Your animal companion gains a variety of benefits while it is linked to you. The animal companion loses its Multiattack action, if it has one. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.

Keeping Track of Proficiency
When you gain your animal companion at 3rd level, its proficiency bonus matches yours at +2. As you gain levels and increase your proficiency bonus, remember that your companion’s proficiency bonus improves as well, and is applied to the following areas: Armor Class, skills, saving throws, attack bonus, and damage rolls. Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own.
In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”

Expanding Companion Options
Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.

Coordinated Attack
Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.

Beast’s Defense
At 7th level, while your companion can see you, it has advantage on all saving throws.

Storm of Claws and Fangs
At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.

Superior Beast’s Defense
At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.

Cleric

Hit Points
Hit Dice: 1d8 per cleric level
Hit Points at 1st Lvl: 8 + Con
HP at Higher Lvls: 1d8 + Con

Proficiencies
Armor: Light, medium, shields
Weapons: Simple
Tools: None
Saving Throws: Wis, Cha
Skills: Choose 3 from History, Insight, Medicine, Persuasion, and Religion

Spellcasting

Cantrips
At 1st level, you know 3 cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels.

Preparing and Casting
The Cleric 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.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + Prof + Wis
Spell attack modifier = Prof + Wis

Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your cleric spells.

Divine Domain
Choose one domain related to your deity. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Domain Spells
Each domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity. you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Ability Score Up
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Destroy Undead
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.
5th level: ½ CR or lower
8th level: 1 CR or lower
11th level: 2 CR or lower
14th level: 3 CR or lower
17th level: 4 CR or lower

Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.

Divine Domains
In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain. Your choice might correspond to a particular sect dedicated to your deity.

Life Domain
The Life domain focuses on the vibrant positive energy-one of the fundamental forces of the universe that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities, sun gods, gods of healing or endurance, and gods of home and community.

Life Domain Spells
1st Level: bless, cure wounds
3rd Level: lesser restoration, spiritual weapon
5th Level: beacon of hope, revivify
7th Level: death ward, guardian of faith
9th Level: mass cure wounds, raise dead

Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.

Disciple of Life
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Blessed Healer
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Supreme Healing
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die.

Human

It’s hard to make generalizations about humans, but your human character has these traits.

Ability Score Increase
Your ability scores each increase by 1.

Age
Humans reach adulthood in their late teens and live less than a century.

Alignment
Humans tend toward no particular alignment. The best and the worst are found among them.

Size
Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range. Your size is Medium.

Speed
Your base walking speed is 30 feet.

Languages
You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Outlander

You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.

Skill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice

Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a belt pouch containing 10 gp

Feature: 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.

Multiclass

Spellcasting

Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.

Spells Known and Prepared
You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.

Spell Slots
You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, and a third of your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table. If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like burning bands, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don’t have any spells of that higher level.