Gloom Stalker Ranger 5 Urchin
CLASS & LEVEL BACKGROUND PLAYER NAME
Ragnamufin "The Shadow Dancer"
Variant Human Lawful Neutral
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME
INSPIRATION
STRENGTH 17 5 30
-1 3 PROFICIENCY BONUS
PERSONALITY TRAITS
8
Hit Point Maximum 36
2 Strength
DEXTERITY 8 Dexterity
5 2
-1
Constitution
Intelligence
CURRENT HIT POINTS
20 3 Wisdom IDEALS
-1 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS
2 5 Acrobatics (Dex)
5
14 6 Animal Handling (W…
BONDS
-1 Arcana (Int)
INTELLIGENCE -1 Athletics (Str)
-1
-1 Deception (Cha)
NAME ATK DAMAGE/TYPE
-1 History (Int)
Hunter's Mark - 1d6
6 Insight (Wis)
8
FLAWS
-1 Intimidation (Cha) Hand Axe 2 1d6-1 Slashing
-1 Investigation (Int)
WISDOM Whip +8 1d4+5 Slashing
3 Medicine (Wis)
3 -1 Nature (Int) Hand Crossbow +8 1d6+5 Piercing
Martial Versatility
Gloom Stalker Magic
6 Perception (Wis)
16 ATTACKS & SPELLCASTING Dread Ambusher
-1 Performance (Cha)
Favored Foe
-1 Persuasion (Cha)
CHARISMA 214 Umbral Sight
-1 Religion (Int)
-1
CP SP EP GP PP
8 Sleight of Hand (Dex) Spellcasting
8 Stealth (Dex) 1 10 Steel Wire Deft Explorer
8 6 Survival (Wis) 3 Crossbow Bolt Case Variant Human
SKILLS 10 Torch Urchin
1 Common Clothes
Primal Awareness
1 Hand Crossbow
16 PASSIVE WISDOM (PERCEPTION) Ability Score Improvement
90 Crossbow Bolt
Ranger
1 Explore Pack
Ranger Conclave: Gloom Stalker
TOOL: Disguise Kit, Thieves' Tools
EQUIPMENT
LANGUAGE: Abyssal , Common, Draconic, Fighting Style: Druidic Warrior
Undercommon Extra Attack
ARMOR: Light, Medium, Shield
FEATURES & TRAITS
WEAPON: Martial, Simple
OTHER PROFICIENCIES & LANGUAGES
NAME ATK DAMAGE/TYPE Total: 2 Total:
CP SP EP GP PP
2
FAVORED FOE
1 Map of The City You Grow Up In
1 Tinder Box
1 Ale Total: 2 Total: 2
1 Studed Leather 2 2
ATTACKS & SPELLCASTING 1 Whip FAVORED FOE FAVORED FOE
2 50 ft Hempen Rope
1 Sprig of Mistletoe Total: 2 Total: 2
1 Potion of Healing
2 2
1 Family Insignia
FAVORED FOE FAVORED FOE
1 Hand Axe
1 Pet Mousse (Mus)
1 Small Knive
4 Waterskin
8 Ration
1 Healer kit
4 Ration (Jerkey)
1 Mess kit
1 Map
1 Bed Roll
1 Bird Companion
EQUIPMENT
WISDOM 14 6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 0 6 0
Druidcraft
Guidance
4 0 7 0
1 4
5 0 8 0
Zephyr Strike
Speak with Animals
Goodberry
9 0
Hunter's Mark
2 2
Rope Trick
Beast Sense
FEATURES & TRAITS
Martial Versatility Favored Foe Spellcasting
Whenever you reach a level in this class that This 1st-level feature replaces the Favored By the time you reach 2nd level, you have
grants the Ability Score Improvement feature, Enemy feature and works with the Foe Slayer learned to use the magical essence of nature to
you can replace a fighting style you know with feature. You gain no benefit from the replaced cast spells, much as a druid does.
another fighting style available to rangers. This feature and don't qualify for anything in the
replacement represents a shift of focus in your game that requires it. Spell Slots
martial practice. The Ranger table shows how many spell slots
When you hit a creature with an attack roll, you you have to cast your ranger spells of 1st level
Gloom Stalker Magic can call on your mystical bond with nature to and higher. To cast one of these spells, you
Starting at 3rd level, you learn an additional mark the target as your favored enemy for 1 must expend a slot of the spell's level or higher.
spell when you reach certain levels in this class, minute or until you lose your concentration (as You regain all expended spell slots when you
as shown in the Gloom Stalker Spells table. The if you were concentrating on a spell). finish a long rest.
spell counts as a ranger spell for you, but it
doesn't count against the number of ranger The first time on each of your turns that you hit For example, if you know the 1st-level spell
spells you know. the favored enemy and deal damage to it, Animal Friendship and have a 1st-level and a
including when you mark it, you increase that 2nd-level spell slot available, you can cast
Gloom Stalker Spells damage by 1d4. Animal Friendship using either slot.
Ranger Level Spells
3rd Disguise Self You can use this feature to mark a favored Spells Known of 1st Level and Higher
5th Rope Trick enemy a number of times equal to your You know two 1st-level spells of your choice
9th Fear proficiency bonus, and you regain all expended from the ranger spell list.
13th Greater Invisibility uses when you finish a long rest.
17th Seeming The Spells Known column of the Ranger table
This feature's extra damage increases when you shows when you learn more ranger spells of
Dread Ambusher reach certain levels in this class: to 1d6 at 6th your choice. Each of these spells must be of a
At 3rd level, you master the art of the ambush. level and to 1d8 at 14th level. level for which you have spell slots. For
You can give yourself a bonus to your initiative instance, when you reach 5th level in this class,
rolls equal to your Wisdom modifier. Umbral Sight you can learn one new spell of 1st or 2nd level.
At 3rd level, you gain darkvision out to a range
At the start of your first turn of each combat, of 60 feet. If you already have darkvision from Additionally, when you gain a level in this class,
your walking speed increases by 10 feet, which your race, its range increases by 30 feet. you can choose one of the ranger spells you
lasts until the end of that turn. If you take the know and replace it with another spell from the
Attack action on that turn, you can make one You are also adept at evading creatures that rely ranger spell list, which also must be of a level
additional weapon attack as part of that action. on darkvision. While in darkness, you are for which you have spell slots.
If that attack hits, the target takes an extra 1d8 invisible to any creature that relies on darkvision
damage of the weapon's damage type. to see you in that darkness. 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.
Deft Explorer Variant Human Primal Awareness
Source: Tasha's Cauldron of Everything Age. Humans reach adulthood in their late teens Source: Tasha's Cauldron of Everything
This 1st-level feature replaces the Natural and live less than a century. This 3rd-level feature replaces the Primeval
Explorer feature. You gain no benefit from the Size. Humans vary widely in height and build, Awareness feature. You gain no benefit from the
replaced feature and don't qualify for anything in from barely 5 feet to well over 6 feet tall. replaced feature and don't qualify for anything in
the game that requires it. Regardless of your position in that range, your the game that requires it.
size is Medium.
You are an unsurpassed explorer and survivor, Speed. Your base walking speed is 30 feet. You can focus your awareness through the
both in the wilderness and in dealing with Languages. You can speak, read, and write interconnections of nature: you learn additional
others on your travels. You gain the Canny Common and one extra language of your spells when you reach certain levels in this
benefit below, and you gain an additional benefit choice. Humans typically learn the languages of class if you don't already know them, as shown
when you reach 6th level and 10th level in this other peoples they deal with, including obscure in the Primal Awareness Spells table. These
class. dialects. They are fond of sprinkling their spells don't count against the number of ranger
speech with words borrowed from other spells you know.
Canny (1st Level) tongues: Orc curses, Elvish musical
Choose one of your skill proficiencies. Your expressions, Dwarvish military phrases, and so 3rd Speak with Animals
proficiency bonus is doubled for any ability on. (Common, Abyssal) 5th Beast Sense
check you make using the chosen skill. (Stealth) 9th Speak with Plants
Variant Human 13th Locate Creature
You can also speak, read, and write 2 additional Source: Player's Handbook 17th Commune with Nature
languages of your choice. (Undercommon, You can cast each of these spells once without
Draconic) Ability Score Increase. Two different ability expending a spell slot. Once you cast a spell in
scores of your choice increase by 1. (Dex +1, this way, you can't do so again until you finish a
Roving (6th Level) Con +1) long rest.
Your walking speed increases by 5, and you gain Skills. You gain proficiency in one skill of your
a climbing speed and a swimming speed equal choice. (Insight)
to your walking speed. Feat. You gain one Feat of your choice. Ability Score Improvement
(Crossbow Expert) When you reach 4th level, and again at 8th, 12th,
Tireless (10th Level) 16th, and 19th level, you can increase one ability
As an action, you can give yourself a number of Urchin score of your choice by 2, or you can increase
temporary hit points equal to 1d8 + your Source: Player's Handbook two ability scores of your choice by 1. As
Wisdom modifier (minimum of 1 temporary hit normal, you can't increase an ability score above
point). You can use this action a number of Skill Proficiencies: Sleight of Hand, Stealth 20 using this feature. (Dex +2)
times equal to your proficiency bonus, and you Tool Proficiencies: Disguise kit, thieves' tools
regain all expended uses when you finish a long Languages: None Ranger
rest. Equipment: A small knife, a map of the city you Class Features
grew up in, a pet mouse, a token to remember As a ranger, you gain the following class
In addition, whenever you finish a short rest, your parents by, a set of common clothes, and a features.
your exhaustion level, if any, is decreased by 1. pouch containing 10gp
Hit Points
Features: Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution
City Secrets modifier
You know the secret patterns and flow to cities Hit Points at Higher Levels: 1d10 (or 6) + your
and can find passages through the urban sprawl Constitution modifier per ranger level after 1st
that others would miss. When you are not in
combat, you (and companions you lead) can Proficiencies
travel between any two locations in the city Armor: Light armor, medium armor, shields
twice as fast as your speed would normally Weapons: Simple weapons, martial weapons
allow. Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling,
Athletics, Insight, Investigation, Nature,
Perception, Stealth, and Survival
Ranger Conclave: Gloom Stalker
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: Xanathar's Guide to Everything
Fighting Style: Druidic Warrior
Extra Attack
You learn two cantrips of your choice from the
Druid spell list. They count as ranger spells for Beginning at 5th level, you can attack twice,
you, and Wisdom is your spellcasting ability for instead of once, whenever you take the Attack
them. Whenever you gain a level in this class, action on your turn.
you can replace one of these cantrips with
another cantrip from the Druid spell list.
SPELLS
Druidcraft Speak with Animals
transmutation cantrip divination 1 (ritual) Rope Trick
Casting Time: 1 action Casting Time: 1 Action transmutation 2
Range: 30 feet Range: Self Casting Time: Action
Target: See text Target: Self Range: Touch
Components: V S Components: V S Target: A length of rope that is up to 60 feet
Duration: Instantaneous Duration: 10 minutes long
Description: Description: Components: V S M
Whispering to the spirits of nature, you create You gain the ability to comprehend and verbally Duration: 1 Hour
one of the following effects within range: communicate with beasts for the duration. The Description:
knowledge and awareness of many beasts is You touch a length of rope that is up to 60 feet
You create a tiny, harmless sensory effect that limited by their intelligence, but at minimum, long. One end of the rope then rises into the air
predicts what the weather will be at your beasts can give you information about nearby until the whole rope hangs perpendicular to the
location for the next 24 hours. The effect might locations and monsters, including whatever ground. At the upper end of the rope, an
manifest as a golden orb for clear skies, a cloud they can perceive or have perceived within the invisible entrance opens to an extradimensional
for rain, falling snowflakes for snow, and so on. past day. You might be able to persuade a beast space that lasts until the spell ends.
This effect persists for 1 round. to perform a small favor for you, at the DM’s
discretion. The extradimensional space can be reached by
You instantly make a flower blossom, a seed climbing to the top of the rope. The space can
pod open, or a leaf bud bloom. Goodberry hold as many as eight Medium or smaller
transmutation 1 creatures. The rope can be pulled into the
You create an instantaneous, harmless sensory Casting Time: 1 action space, making the rope disappear from view
effect, such as falling leaves, a puff of wind, the Range: Touch outside the space.
sound of a small animal, or the faint odor of Target: See text
skunk. The effect must fit in a 5-foot cube. Components: V S M Attacks and spells can't cross through the
Duration: Instantaneous entrance into or out of the extradimensional
You instantly light or snuff out a candle, a torch, Description: space, but those inside can see out of it as if
or a small campfire. Up to ten berries appear in your hand and are through a 3-foot-by-5-foot window centered on
infused with magic for the duration. A creature the rope.
Guidance can use its action to eat one berry. Eating a
divination cantrip berry restores 1 hit point, and the berry provides Anything inside the extradimensional space
Casting Time: 1 action enough nourishment to sustain a creature for drops out when the spell ends.
Range: Touch one day.
Target: One willing creature Beast Sense
Components: V S The berries lose their potency if they have not divination 2 (ritual)
Duration: Concentrationup to 1 minute been consumed within 24 hours of the casting Casting Time: 1 action
Description: of this spell. Range: Touch
You touch one willing creature. Once before the Target: Creature
spell ends, the target can roll a d4 and add the Hunter's Mark Components: S
number rolled to one ability check of its choice. divination 1 Duration: Concentrationup to 1 hour
It can roll the die before or after making the Casting Time: 1 Bonus Action Description:
ability check. The spell then ends. Range: 90 feet You touch a willing beast. For the duration of
Target: A creature that you can see within range the spell, you can use your action to see through
Zephyr Strike Components: V the beast’s eyes and hear what it hears, and
transmutation 1 Duration: Concentrationup to 1 hour continue to do so until you use your action to
Casting Time: 1 Bonus Action Description: return to your normal senses.
Range: Self You choose a creature you can see within range
Target: Self and mystically mark it as your quarry. Until the
Components: V spell ends, you deal an extra 1d6 damage to the
Duration: Concentration1 Minute target whenever you hit it with a weapon attack,
Description: and you have advantage on any Wisdom
You move like the wind. For the duration, your (Perception) or Wisdom (Survival) check you
movement doesn’t provoke opportunity attacks. make to find it. If the target drops to 0 hit points
before this spell ends, you can use a bonus
Once before the spell ends, you can give action on a subsequent turn of yours to mark a
yourself advantage on one weapon attack roll new creature.
on your turn. That attack deals an extra 1d8 At Higher Levels: When you cast this spell using
force damage on a hit. Whether you hit or miss, a spell slot of 3rd or 4th level, you can maintain
your walking speed increases by 30 feet until your concentration on the spell for up to 8
the end of that turn. 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.