Name: Fern Class & Level: Ranger 4 Background: Guild Artisan
Race: Warforged/Envoy Alignment: Neutral Experience Points:
Height: 5’-0". Weight: 250 lbs. Looks to be made of vines and darkwood with a greenish metal covering.
Most Used Stats
AC: 17
Initiative: +5
Proficiency Bonus: +2
Speed: 30’
Current Hit Points: 36
Hit Points Max: 36
Hit Dice Available: 4d10
Hit Dice Total 4d10
Death Saves:
Life/Death |
Passive Perception: 14
Passive Investigation: 9
Inspiration: 12
Personality
Background: Failed Experiment.
Trait: I have a dark sense of humor.
Ideals: Live and let live. There are so many places to explore and things to learn.
Bonds: I would still lay down my life for anyone who shows me friendship.
Flaw: Laws are not mine, why should I follow them.
Attacks
• Battleaxe: Weapon Bonus (+4), Slashing, 1d8+2, Versatile (1d10+2)
• Warhammer: Weapon Bonus (+4), Bludgeoning, 1d8+2, Versatile (1d10+2)
• Daggers x2: Weapon Bonus (+5), Piercing, 1d4+3, Finesse, Light, Thrown (20/60)
Longbow: Weapon Bonus (+5), Piercing, 1d8+3, Heavy, Ranged (150/600)
Weapon | Attack Bonus | Damage/Type | Range (normal/Max) | quantity |
Battleaxe: | +4 | 1d8+2 Slashing (Versatile) | ||
Warhammer: | +4 | 1d8+2 Bludgeoning (Versatile) | ||
Dagger(Primary Hand) | +5 | 1d4+3 | ||
Dagger(Offhand Attack) | +5 | 1d4+3 | ||
Longbow | +5 | 1d8+3 |
Characteristics
Strength: 14 (+2)
Dexterity: 16 (+3)
Constitution: 15 (+2)
Intelligence: 8 (-1)
Wisdom: 14 (+2)
Charisma: 10 (+0)
Saves (* means proficient)
+4 Strength*
+5 Dexterity*
+2 Constitution
-1 Intelligence
+2 Wisdom
+0 Charisma
Skills (* means proficient)
1. +3 Acrobatics (Dex)
2. +4 Animal handling (Wis)*
3. -1 Arcana (Int)
4. +4 Athletics (Str)* (+5 Climb Checks)*
5. +0 Deception (Cha)
6. -1 History (Int)
7. +2 Insight (Wis)
8. +2 Intimidation (Cha)*
9. -1 Investigation (Int)
10. +2 Medicine (Wis)
11. +1 Nature (Int)*
12. +4 Perception (Wis)*
13. +0 Performance (Cha)
14. +0 Persuasion (Cha)
15. -1 Religion (Int)
16. +3 Sleight of Hand (Dex)
17. +3 Stealth (Dex)
18. -1 Survival (Wis)*
Proficiencies and Languages
- Tool Proficiency: Tinkerer’s Tools
- Tool Proficiency: Smiths Tools
- Gaming Set Proficiency: Dice
- Language: Common
- Language: Gnomish
- Language: Abyssal
- Language: Infernal
- Warforged Resilience: You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You are immune to disease. You don’t need to eat, drink, or breathe. You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
- Sentry’s Rest: When you take a long rest, you must spend at least 6 hours in an inactive state rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
- Integral Protection: Your body has built-in defensive layers, which determine your armor class.
Composite Plating: Your armor class is 13 + your DEX modifier (maximum of 2) + your proficiency bonus.
- Integral Tool: A chosen tool you are proficient with is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.
Tinker's Tools
- Favored Enemy:
You have advantage on Survival checks to track your favored enemies, as well as on INT checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Undead:
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
- Natural Explorer:
You have a favored terrain type. Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it. While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel, your group can’t become lost except by magical means, you remain alert to danger even when you are engaged in another activity, you can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures, you learn the exact number, sizes, and how long ago they passed through the area.
Forest:
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
- Fighting Style:
You adopt a particular style of fighting as your specialty.
Two-Weapon Fighting:
You add your ability modifier to damage for off-hand attacks.
- Spellcasting:
You can cast known ranger spells using WIS as your spellcasting modifier (Spell DC 12, Spell Attack +4)
- Primeval Awareness:
As an action, you can expend one ranger spell slot (1 minute per level of spell slot) to sense whether any aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain). This feature doesn’t reveal the creatures’ location or number.
Primeval Awareness: 1 Action
- Ranger Archetype:
Critter Caller: Critter Companions (Chipmunk swarm) [Homebrew D&D Beyond]
You gain a family of critter companions that accompany you on your adventures and are obliged to fight alongside you. Often hidden in a satchel, bag or behind closed robes. The critters obey your command and take their turn as a collective on your initiative. On your turn, you can command the critters where to move (no action required by you) or take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action
Magic Items
Feats
Equipment:
Armor:
- Integral Protection: Your body has built-in defensive layers, which determine your armor class.
Composite Plating: Your armor class is 13 + your DEX modifier (maximum of 2) + your proficiency bonus.
- Battleaxe
- Warhammer
- Daggers x2
- Longbow
- Inventory
Wealth:- 0 Platinum
- 0 Gold
- 0 Electum
- 0 Silver
- 0 Copper
- Backpack
- Dice Set
- Quiver (w/ 20 Arrows)
- Rope, Silk (50’)
- Sack (w/ mixed nuts)
- Signal Whistle
- Smith’s Tools
- Tinder Box
- Inventory