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Kashew Rugimuffin

Gnome (Forest) Race
Treasure Hunter Origin
Ranger 8 Class & Level
Neutral Good Alignment
Stick Deity
- Faction
- Rank/Position
- Loyalty
- Company

Strength 18
+4
Dexterity 20
+5
constitution 14
+2
intelligence 12
+1
wisdom 16
+3
charisma 8
-1
Total Hit Dice 8
Hit Die
1d10+2
+3 proficiency bonus
+7 Strength
+8 Dexterity
+2 Constitution
+1 Intelligence
+3 Wisdom
-1 Charisma
saving throws
+5 Acrobatics
+6 Animal Handling
+1 Arcana
+4 Athletics
-1 Deception
+1 History
+3 Insight
-1 Intimidation
+4 Investigation
+3 Martial
+3 Medicine
+1 Nature
+6 Perception
-1 Performance
-1 Persuasion
+1 Religion
+5 Sleight of Hands
+8 Stealth
+6 Survival
skills

 

MV

Prestige

Attunement Slots
18
Armor Class
85
Hit Points
+5
Initiative
25
Speed
WeaponTo HitDamage
Shortbow 1d20+8 1d6+5+4
Dagger 1d20+8 1d4+5+4+2
Staff of Stick 1d20+8 1d8+5+4+2 or 1d10+5+4
Attacks
Armour: Light and Medium Armour, Shields
Weapons: Simple and Martial Weapons
Tools: Painter's Tools
Languages: Common, Draconic, Dwarvish, Gnomish, Primordial, and Sylvan
Proficiences
Painter's Tools, a crowbar, a magnifying lens, a whip, 50ft of hempen rope, a set of traveler's clothes, and a belt pouch containing 15 gp.

Spear and Dagger, Explorer's Pack, and (x20) Arrows with Quiver.

Tina's Buckler
+1 to AC, and hand free to use items, but not handle weapons.

Switch Shortbow
Free action to take out or put away.

Hunter's Cloak
+1 Leather - Attunement
The coat has 3 charges. When you hit a creature with an attack and that creature doesn’t have all its hit points, you can expend 1 charge to deal an extra 1d10 necrotic damage to the target. The coat regains 1d3 expended charges daily on a long rest.

Dragonspine Spear
+3 Spear - Attunement

A spear made out of the spine of a dragon.

When striking a creature with the Dragon creature type deal an extra 2d6 damage to them.

Spear of the Olympian
Spear - Attunement

User is imbued with unnatural strength. STR set to 18. Thrown range of 60/120. Bonus action call back spear.

Equipment
-
Faction
18/15/14/10/8/8
Stat Array
Class Features | Ranger:
Proficiencies
Animal Handling, Stealth and Survival

Favoured 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.
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. Primordial

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 (Dueling)
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:
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Spellcasting
Absorb Elements, Hunter's Mark, Longstrider and Pass without Trace
Spell DC = 14
Spell Attack Modifier = 6

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.
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.

Drakewarden
Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the drake to their side and to share in the awe-inspiring power wielded by dragons.
Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples.

Draconic Gift
The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence.
You gain the following benefits:
• If you can’t already, you learn to speak, read,
and write Draconic.
• You learn the thaumaturgy cantrip, which is a
ranger spell for you.

Drake Companion
You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.
The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.
In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn 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. If you are incapacitated, the drake can take any action of its choice, not just Dodge.
Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.
The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die.
Anything the drake was wearing or carrying is left behind when the drake vanishes.

ASI/Feat: Level 4
You increase your Dexterity and Wisdom scores by 1

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Greater Favoured Foe
At 6th level, you are ready to hunt even deadlier
game. Choose a type of greater favored enemy: Dragons. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language: Dwarvish. 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.

Bond of Fang and Scale
The bond you share with your drake intensifies, protecting you and stoking the drake’s fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed.

In addition, while your drake is summoned, you and the drake gain the following benefits:

Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it can’t use the flying speed of this feature.

Magic Fang. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for the drake’s Draconic Essence.

Resistance. You gain resistance to the damage type chosen for the drake’s Draconic Essence.

ASI/Feat: Level 8 (Sentinel)
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.


  • Background Features | Treasure Hunter:
    Attentive Eyes
    When you investigate for hidden items or traps, you always seem to find them.

    Proficiences
    Investigation, Perception and Painter's Tools

    Language
    Sylvan


    Diety Boon | Stick:
    Staff of Stick
    (Finesse, reach, versatile (1d8/1d10))

    Followers of Stick call upon their god in combat, imbuing their energy into a single polearm, quarterstaff, spear, or stick.

    This does the same type of damage as its base weapon.

    Class/Racial Features & Traits

    The statblocks of your Weapons, armor and other important/magical equipment

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

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


    Created by

    JakeTheEskimo.

    Statblock Type

    Verum Character Sheet

    Link/Embed