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Abrax

Ranger ยท Level 5

Proficiency Bonus: +3
Armor Class
15
Scale Mail
Hit Points
42
5d10 + 10
Speed
30 ft.
Initiative
+5
Passive Senses
Perception: 11
Investigation: 10
STR 12 (+1)
DEX 20 (+5)
CON 14 (+2)
INT 10 (+0)
WIS 12 (+1)
CHA 8 (-1)

Saving Throws

โ— Strength +4
โ— Dexterity +8
Constitution +2
Intelligence +0
Wisdom +1
Charisma -1

Features & Traits

Draconic Ancestry

Your lineage stems from a dragon, granting you a breath weapon and damage resistance.

Breath Weapon

You can exhale destructive energy based on your draconic ancestry.

Damage Resistance

You have resistance to the damage type associated with your draconic ancestry.

Darkvision

You have Darkvision with a range of 60 feet.

Draconic Flight

You can channel draconic magic to give yourself temporary flight.

Spellcasting

You can cast Ranger spells using Wisdom as your spellcasting ability.

Favored Enemy

You always have Hunter's Mark prepared and can cast it twice without a spell slot per Long Rest.

Weapon Mastery

You can use mastery properties of two weapons of your choice.

Deft Explorer

Choose Expertise in one skill. Gain additional benefits at levels 6 and 10.

Fighting Style

You gain a Fighting Style feat of your choice.

Ranger Subclass

You gain a Ranger subclass of your choice.

Ability Score Improvement

You gain the Ability Score Improvement feat or another feat.

Extra Attack

You can attack twice when you take the Attack action.

Favored Foe 3/3

Attacks

Longbow 150/600 ft
+8 hit | 1d8+5 Piercing

Skills

Athletics +1
Acrobatics +5
โ— Sleight of Hand +8
โ— Stealth +8
Arcana +0
History +0
Investigation +0
Nature +0
Religion +0
Animal Handling +1
Insight +1
Medicine +1
Perception +1
Survival +1
Deception -1
Intimidation -1
Performance -1
Persuasion -1

Abrax's Spellbook

Save DC 12 Attack +4
1st Level 4/4 2nd Level 2/2
Thaumaturgy
Cantrip

Action ยท 30 feet ยท 1 minute

You manifest a minor wonder. Boom your voice, cause flames to flicker, cause tremors, create sounds, slam doors, or alter your eyes.

Animal Friendship
1st Lvl (4 Slots)

Action ยท 30 feet ยท 24 hours

Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration.

Detect Magic
1st Lvl (4 Slots)

Action ยท Self (30-foot radius) ยท Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. You can take the Magic action to see a faint aura around any visible creature or object that bears magic.

Hunter's Mark
1st Lvl (4 Slots)

Bonus Action ยท 90 feet ยท Concentration, up to 1 hour

You mark one creature as your quarry. You deal an extra 1d6 Force damage whenever you hit it with an attack.

Magic Weapon
2nd Lvl (2 Slots)

Bonus Action ยท Touch ยท 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a +1 magic weapon.

Misty Step
2nd Lvl (2 Slots)

Bonus Action ยท Self ยท Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Inventory & Equipment

Longbow
Equipped weapon
Dagger ร—2
weapon
Scale Mail
Equipped armor