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Baldur Stonebow - Hill Dwarf Ranger


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Baldur(3).jpg.fa39512d36c42a82d7366bff1727d3cf.jpgBaldur Stonebow

Race: Male Hill Dwarf HP: 49
Class: Ranger AC: 15 (13 armor + 2 Dex)
Level: 5 Prof. Bonus: +3
Experience Points: Initiative: +3
Alignment: Chaotic Good Speed: 25


  Score Mod Save
Strength❄️ 12 +1 +4
Athletics +1      
Dexterity❄️ 16 +3 +6
Acrobatics +3      
Sleight of Hand +3      
Stealth +6      
Constitution 14 +2 +2
Intelligence 10 +0 +0
Arcana +0      
History +0      
Investigation +0      
Nature +0      
Religion +0      
Wisdom 14 +2 +2
Animal Handling +5      
Insight +2      
Medicine +2      
Perception +5      
Survival +8      
Charisma 09 -1 -1
Deception -1      
Intimidation -1      
Performance -1      
Persuasion -1      
Other Proficiencies
Light Armor Martial Weapons
Medium Armor Carpenter Tools
Shields Masons Tools
Simple Weapons Land Vehicles


Dawrven Common
Abyssal Gnoll


Weapon Attack bonus Damage Range Type
+1 Heavy Crossbow +7 1d10+4 100/400 P
Hand Axe +4(m) +6(r) 1d6+1(m) +3(r) 20/60 S
Morningstar +4 1d8+1   P
Flail +4 1d8+1   B
Dagger +4(m) +6(r) 1d4+1(m) +3(r) 20/60 P


Item Weight Location Item Weight Location
Chain Shirt of Gleaming 20 worn Potion of Healing (2) 0 pouch
Carpenter Tools 6 backpack Backpack 5 worn
Mason Tools 8 backpack Bedroll 7 backpack
Shovel 5 backpack Messkit 1 backpack
Iron Pot 10 back Tinderbox 1 backpack
Traveler's Clothes of Mending 4 worn Torches (10) 10 backpack
Belt Pouch 1 belt Rations (10) 20 backpack
Bolt Case 1 belt Waterskin 5 backpack
Hemp Rope 50' 10 backpack Potion of Climbing 0 pouch
Collapsing Pole 7 backpack      


GP: 65 SP: 9 CP: PP:


Racial Abilities

Hill Dwarf

Age: 103

Height: 4' 1"

Weight: 140 lbs.

DarkvisionAccustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

SpeedYour speed is not reduced by wearing heavy armor.

Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Combat TrainingYou have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Tool ProficiencyYou gain proficiency with the Mason's Tools.

StonecunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

LanguagesYou can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Dwarven ToughnessYour hit point maximum increases by 1, and it increases by 1 every time you gain a level.


Class Abilities


Favored EnemyYou 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.

1st level: Monstrosities
Language: Abyssal

Deft ExplorerYou 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 below when you reach 6th level and 10th level in this class.

Canny – Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

You can also speak, read, and write two additional languages of your choice.

1st level: Survival Skill
Languages: Gnoll and Draconic

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

SpellcastingSpell Slots
The Ranger table shows how many spell slots you have to cast your ranger 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 (DC 13)
Spell attack modifier = your proficiency bonus + your Wisdom modifier (+5)

Spells Known1st Level / Slots: 4
Cure Wounds
Hail of Thorns
Speak with Animals

2nd Level / Slots: 2
Lesser Restoration
Beast Sense

Spellcasting FocusYou 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.

Ranger Archetype - HunterColossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.

Primal AwarenessYou 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.

Primal Awareness Spells
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.

Ability Score Improvement4th level - chose Crossbow Expert feat

Extra Attackyou can attack twice, instead of once, whenever you take the Attack action on your turn.


Background Abilities

Folk Hero

Skill ProficienciesAnimal Handling and Survival

Tool ProficienciesOne type of artisan's tools (Carpenter's Tools) and vehicles (land)

Rustic HospitalitySince you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Defining MomentRecruited into a lord's army, I rose to leadership and was commended for my heroism.

Personality TraitI'm confident in my own abilities and do what I can to instill confidence in others.

I judge people by their actions, not their words.

IdealFreedom. Tyrants must not be allowed to oppress the people.

Respect. People deserve to be treated with dignity and respect.

BondI protect those who cannot protect themselves.

FlawI'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.



Crossbow ExpertThanks to extensive practice with the crossbow, you gain the following benefits:

1) You ignore the loading quality of crossbows with which you are proficient.

2) Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

3) When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.




Baldur is short and stocky as most dwarves, but not as heavily muscled as some. He stands 4'1” tall and weighs in at 140 pounds. He has long orangish yellow hair. He keeps it under control by making it into several braids. Nothing fancy, just tied off with leather straps. His clothing is sturdy but plain in neutral colors. He wears what looks like a padded jerkin, but actually has a chain shirt hidden inside muffling any noise the chain makes when he moves. He has several weapons hanging from his belt, a dagger, a handaxe, a morningstar, a flail and a bolt case. But his preferred weapon is the heavy crossbow that he nearly always has with him, slung over his shoulder. He almost always has a grim look on his face which makes most strangers want to avoid him and he moves with the obvious grace of a hunter used to moving about silently.


Although Baldur normally has what most would call a scowl on his face, he is a friendly person. He treats everyone with respect, until they show they don't deserve it. He judges others by their actions, not by their words. And he is always ready to help out others. He follows the teachings of the Efficient Master in that when you do a job you do it the best of your ability and to strive to master everything you do. He also believes he is destined for great things, so he has a tendency to take some extra risks that some might find unnecessary, but he is never totally reckless.

He is a total team player. Having served in the military as well as worked on construction crews, he is very aware of the need for teamwork and for performing your task. He is very willing to risk his life for a teammate and expects them to do the same.


Baldur was born in the dwarven settlement of Nangrath. The family business was construction. They used both stone and wood so could build in either or a combination of both. His father, mother and older brother all worked in the business and loved it. Baldur liked building things, but he also felt drawn to explore. That was noticed by his father who had Baldur's uncle, who was a hunter, to take Baldur out and teach him all he could about hunting and scouting. So, his early life was split between helping with the family business and working as a hunter/ scout with his uncle whenever he went out.

When he was 45, his parents joined a group of craftsmen that were moving to Onadbyr to set up a new construction company. His brother and uncle stayed behind to run the family business. When the group arrived in Onadbyr they purchased some land outside of the city, on the southern side of the Nenock River with easy access to the road to the Sobruz Quarry. They use the river to bring lumber from the forests further upriver. And they purchased a small office building in the tool district right near the Nine Arches Bridge. From there they talk to customers and work out the details of the job and then bring in the needed supplies from their warehouse outside the city. They not only build new places, but a lot of their work is repairing structures already built.

Shortly after moving to the city, Baldur joined the military as part of their scouting division. He served for 50 years, distinguishing himself and rising to the rank of Captain. During his service he distinguished himself with bravery and honor. The event that truly set him apart and got him the hero status was when he was scouting ahead of his unit, with his trainee. They were trying to hunt down a group of bandits that had been causing troubles in the area. They came upon the bandits as they were attacking a traveling group. The group consisted of about a dozen people, a wagon and eight horses not including the ones pulling the wagon. When he got there the attack was underway. There were 8 bandits and only 3 of the traveler's left. And two of those seemed to be protecting the other even though all 3 were armed.

Baldur sent his teammate, a scout apprentice, back to get the rest of the group and he closed in to get a better shot at the bandits. It was then that he got a good look at the third person in the defenders and recognized him as one of the Royal Families children.

He could tell he could not wait for backup, so he took aim and dropped one of the bandits in the front with a bolt through his neck. This put the other bandits into some confusion as they looked around. During that time, he dropped another. Then they spotted him. 3 of the bandits came rushing at Baldur and the others tried to keep the traveler's penned in. Baldur dropped one of the ones charging him with a bolt through his hip joint, leaving him screaming on the ground, but unable to continue the attack. He dropped his crossbow and pulled out his flail and handaxe. The fight was nasty, and quick. Baldur managed to dispatch both of the bandits but took a couple of severe hits in the process.

His distraction had left the traveler's with only 3 bandits to deal with and they had taken advantage of the bandits pause. They were able to finish off two of the bandits and the last one was injured and had surrendered. Baldur moved down to join them, gathering his crossbow as he went, out of habit. As he approached, he announced himself as a member of the Royal Guard and asked if they were alright and then proceeded to fall flat on his face as his wounds caught up to him.

He later awoke in the back of the wagon as his troupe was escorting the Royal back home. He was awarded a medal for heroism for saving one of the sons of the King and promoted to Captain of the scouts.

A few years later he retired from active duty but remains on a list of reservists to be called upon if needed. He has spent the last 4 years working at his family's construction business and from time to time acting as scout when some of the lesser Royals want to go on a hunting trip.







Edited by Draidden (see edit history)
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Baldur Stonebow Dwarf Ranger 5Baldur(3).jpg.a5cbe35aa8f560308a6e2bd9dfb1e0d6.jpg


AC: 15 (chain shirt) | HP: 49/49 | Initiative: +3 | Passive Perception: 15 
Spell Slots: 1st 4/4, 2nd 2/2 | Spell Attack: +5 | Spell DC: 13
Spells Known1st Level
Cure Wounds
Hail of Thorns
Speak with Animals

2nd Level
Lesser Restoration
Beast Sense
| DM Inspiration:

Post goes here.


thoughts in italics


Main Hand: Empty
Off Hand: Empty

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.



Edited by Draidden (see edit history)
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