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| align="center" style="background:#f0f0f0;"|'''CHA'''
 
| align="center" style="background:#f0f0f0;"|'''CHA'''
 
|-
 
|-
|10|| 20|| 12|| 12|| 20|| 10
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|10|| 20|| 12|| 12|| 18|| 10
 
|-
 
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| align="center" style="background:#f0f0f0;"|'''+0'''
 
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| align="center" style="background:#f0f0f0;"|'''+1'''
 
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| align="center" style="background:#f0f0f0;"|'''+1'''
 
| align="center" style="background:#f0f0f0;"|'''+1'''
| align="center" style="background:#f0f0f0;"|'''+5'''
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| align="center" style="background:#f0f0f0;"|'''+4'''
 
| align="center" style="background:#f0f0f0;"|'''+0'''
 
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|}
 
|}
  
*Level: 20
+
*Level: 18
 
*Race: Half-Elf
 
*Race: Half-Elf
 
*Class: Ranger
 
*Class: Ranger
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*Proficiency bonus: +6
 
*Proficiency bonus: +6
*Total Hit Points: 151
+
*Total Hit Points: 123
*Passive Perception: 21
+
*Passive Perception: 20
 
*Armor Class: 18
 
*Armor Class: 18
 
*Speed: 35 feet (7 inches)
 
*Speed: 35 feet (7 inches)
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*Acrobatics (Dex) +5
 
*Acrobatics (Dex) +5
*'''Animal Handling''' (Wis) +11
+
*'''Animal Handling''' (Wis) +10
 
*Arcana (Int) +0
 
*Arcana (Int) +0
 
*'''Athletics''' (Str) +6
 
*'''Athletics''' (Str) +6
 
*Deception (Cha) +0
 
*Deception (Cha) +0
 
*History (Int) +0
 
*History (Int) +0
*'''Insight''' (Wis) +11
+
*'''Insight''' (Wis) +10
 
*Intimidation (Cha) +0
 
*Intimidation (Cha) +0
 
*'''Investigation''' (Int) +6
 
*'''Investigation''' (Int) +6
*Medicine (Wis) +5
+
*Medicine (Wis) +4
 
*Nature (Int) +0
 
*Nature (Int) +0
*'''Perception''' (Wis) +11
+
*'''Perception''' (Wis) +10
 
*Performance (Cha) +0
 
*Performance (Cha) +0
 
*Persuasion (Cha) +0
 
*Persuasion (Cha) +0
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*Sleight of Hand (Dex) +5
 
*Sleight of Hand (Dex) +5
 
*'''Stealth''' (Dex) +11
 
*'''Stealth''' (Dex) +11
*'''Survival''' (Wis) +11
+
*'''Survival''' (Wis) +10
  
 
</div>
 
</div>
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*Hiding in Plain Sight
 
*Hiding in Plain Sight
 
**spend one minutes (10 turns/rounds)
 
**spend one minutes (10 turns/rounds)
**must have access to naturally occurring materials to create camouflage
+
**must have access to naturally occurring materials to create camoufalge
 
**Once camouflaged, try to hide.  Gain +10 bonus to Dex (Stealth) check as long as remain there without moving or taking actions.
 
**Once camouflaged, try to hide.  Gain +10 bonus to Dex (Stealth) check as long as remain there without moving or taking actions.
 
**Once you move or take an reaction or action, then you must camouflage again to gain the benefit
 
**Once you move or take an reaction or action, then you must camouflage again to gain the benefit
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**Attacking invisible creatures does not impose disadvantage on attack roll(s).
 
**Attacking invisible creatures does not impose disadvantage on attack roll(s).
 
**Aware of the location of any invisible creates within 30 feet (6 squares) of self provided that you aren't blind or deaf.
 
**Aware of the location of any invisible creates within 30 feet (6 squares) of self provided that you aren't blind or deaf.
 
  
  
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**Ranged attacks ignore half cover and three-quarters cover.
 
**Ranged attacks ignore half cover and three-quarters cover.
 
**May take -5 to attack roll to add +10 to damage.  Indicate before attack roll to use.
 
**May take -5 to attack roll to add +10 to damage.  Indicate before attack roll to use.
*Foe Slayer
 
**Once per turn:
 
**Add Wisdom modifier (+5) to one attack or damage roll per turn against a favored enemy
 
  
  
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**Spell Stats
 
**Spell Stats
 
***Attack: +10 (Wis Mod + Proficiency Bonus)
 
***Attack: +10 (Wis Mod + Proficiency Bonus)
***Spell DC: 19 (8 + Wis Mod + Proficiency Bonus)
+
***Spell DC: 18 (8 + Wis Mod + Proficiency Bonus)
***Know Ten (11) Spells
+
***Know Ten (10) Spells
  
 
**Level 1 (4 slots)
 
**Level 1 (4 slots)
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****Duration: 1 hour, Concentration
 
****Duration: 1 hour, Concentration
 
****description:  For duration, creature (including self) is resistant to one damage type: acid, cold, fire, lightning, or thunder.
 
****description:  For duration, creature (including self) is resistant to one damage type: acid, cold, fire, lightning, or thunder.
***Wind Wall
 
****Casting Time: 1 action
 
****Range: 120 feet
 
****Components: VSM
 
****Duration: up to 1 minute, Concentration
 
****Description: wall is up to 50 feet long by 15 feet high by 1 foot thick (10 sq long by 3 sq tall by 1/5 sq thick).  Shape the wall anyway you want.  Make a strength saving throw.  3d8 bludgeoning on failure or half on a successful one.
 
****Keeps fog, smoke and other gases at bay.  Small or smaller creatures and objects cannot pass through the wall, such as arrows or birds.
 
***Conjure Barrage
 
****Casting Time: 1 action
 
****Range: Self, 60 foot (12 squares) cone
 
****Components: VSM
 
****Duration: Instantaneous
 
****Description: Fire a piece of nonmagical ammunition.  Each creature in the 60 foot cone makes a Dexterity save.  3d8 damage each on a failed save, half damage on a successful Dex save.
 
  
 
**Level 4 (3 slots)
 
**Level 4 (3 slots)
***Stoneskin
 
****Casting Time: 1 action
 
****Range: Touch/Companion
 
****Components: VSM
 
****Duration: up to 1 hour, Concentration
 
****Description: Grants resistance (halved damage) for all nonmagical bludgeoning, piercing, and slashing damage.
 
  
**Level 5 (2 slot)
+
**Level 5 (1 slot)
 
***Conjure Volley
 
***Conjure Volley
 
****Casting Time: 1 Action
 
****Casting Time: 1 Action
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****Duration: Instantaneous
 
****Duration: Instantaneous
 
****Description: 40 foot-radius, 20 feet tall. 8d8 damage on failed save, half on successful save.  Dexterity save.
 
****Description: 40 foot-radius, 20 feet tall. 8d8 damage on failed save, half on successful save.  Dexterity save.
***Swift Quiver
 
****Casting Time: 1 bonus action
 
****Range: Touch
 
****Components: VSM
 
****Duration: 1 minute (10 turns), concentration
 
****Description: magically creates ammo during the duration of the spell
 
*****allows you to use a bonus action to fire two more times above normal per turn
 
  
  
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**12th: TBD
 
**12th: TBD
 
**16th: Con & Int
 
**16th: Con & Int
**19th: Wis to 20
 
  
 
==Weapons and Armor==
 
==Weapons and Armor==
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*Hit points: 76 (Ranger level x4)
+
*Hit points: 72 (Ranger level x4)
 
*AC 20 (Armor + Dex Mod + Prof Bonus)
 
*AC 20 (Armor + Dex Mod + Prof Bonus)
 
*Studded Leather barding (12 + Dex Mod AC)
 
*Studded Leather barding (12 + Dex Mod AC)

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