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'''Beacon, Warforged Ranger ''' ==Character== '''Background:''' Hermit '''Life of Seclusion:''' I was the caretaker of an ancient ruin or relic. '''Personality Traits:''' I am utterly serene, even in the face of disaster. I'm oblivious to etiquette and social expectations. '''Ideal:''' My gifts are meant to be shared with all, not used for my own benefit. '''Bond:''' I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me. '''Flaw:''' I am dogmatic in my thoughts and philosophy. '''View of the World:''' Towns and cities are the best places for those who can't survive on their own. '''Homeland:''' You wandered the far north , learning how to protect yourselfand prosper in a realm overrun by ice. '''Mentor:''' Your mentor has appeared to you only in visions. You have yet to meet this person, and you are not sure such a person exists in mortal form. ==General== Class: Ranger 3 AC: 16 (18 with shield) HP: 32 Speed: 30ft Height: 6’7” Weight: 210 pounds Alignment: Neutral Good Languages: Common, Primordial, Celestial, Giant, Dwarvish Race: Warforged ==Abilities (+modifiers)== *Wisdom 16 (+3) *Intelligence 10 (+0) *Constitution 13 (+1) *Strength 10 (+0) *Dexterity 17 (+3) *Charisma 8 (-1) ==Skills and Proficiencies== '''Skills:''' *Acrobatics (Dex)(+3) *Animal Handling(Wis)(+3) *Arcana (Int)(+0) *Athletics (Str)(+0) *Deception (Cha)(-1) *History (Int)(+0) * '''Insight''' (Wis)(+5) *Intimidation (Cha)(-1) *Investigation (Int)(+0) * '''Medicine''' (Wis)(+5) *Nature (Int)(+0) * '''Perception''' (Wis)(+5) *Performance (Cha)(-1) *Persuasion (Cha)(-1) * '''Religion''' (Int)(+2) *Sleight of Hand (Dex)(+3) * '''Stealth''' (Dex)(+5) * '''Survival''' (Wis) (+7) '''Tool Proficiencies:''' * Herbalism Kit * Cartographer’s tools ==Saving Throws== * '''Strength Saves''' (+2) * '''Dexterity Saves'''(+5) *Constitution Saves (+1) *Intelligence Saves (+0) *Wisdom Saves (+3) *Charisma Saves (-1) ==Traits== *'''Constructed Resilience:''' You were created to have remarkable fortitude, represented by the following benefits: **You have advantage on saving throws against being poisoned, and you have resistance to poison damage. **You don't need to eat, drink, or breathe. **You are immune to disease. **You don't need to sleep, and magic can't put you to sleep. *'''Sentry's Rest:''' When you take a long rest, you must spend at least six hours in an inactive, motionless 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. *'''Integrated Protection:''' Your body has built-in defen sive layers, which can be enhanced with armor: **You gain a +l bonus to Armor Class. **You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. **While you live, your armor can't be removed from your body against your will. ==Features== '''DEFT EXPLORER:''' ''CANNY'' *Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill: Survival *You can also speak, read, and write two additional languages of your choice: Dwarvish, Giant ---- '''FAVORED FOE:''' *Can do 1d4 damage when hitting an enemy once each turn by marking it when first hit *requires concentration like a spell, otherwise lasts 1 minute * Can do this a number of times equal to proficiency modifier, charges refresh on a long rest * Damage increases to 1d6 at 6th level, 1d8 at 14th ---- '''FIGHTING STYLE:''' ''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. ---- '''PRIMAL AWARENESS''' You 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. *3rd Level: Speak with Animals 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. ---- '''GATHERED SWARM''' At 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack: *The attack's target takes 1d6 piercing damage from the swarm. *The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice. *You are moved by the swarm 5 feet horizontally in a direction of your choice. ==Feats== * '''Magic Initiate:''' Booming blade, Prestidigitation, Find Familiar ==Equipment/Gold== *66 gold *2 Daggers *20 Crossbow Bolts *Studded Leather Armor *Cold weather gear *Crampons *Snow Shoes *Shield *Explorer’s Pack *Scroll case stuffed full of notes from your studies or prayers *Winter blanket *Set of common clothes *Herbalism kit *Skadi’s gift: Expedition log with missing pages and a pressed flower used as a bookmark *Water Elemental’s gift: Smooth blue stone ==Combat== Rapier: +5 to hit, 1d8+5 Piercing damage, finesse Dagger: +5 to hit, 1d4+3 Piercing damage, light, thrown (20/60) Light Crossbow: +5 to hit, 1d8+3 piercing damage, ranged (80/320) ==Spells== ===Cantrips=== *Booming Blade: make a melee weapon attack, on a hit, or the target willingly moves at least 5ft it takes 1d8 thunder damage. 5th level the attack and movement damage deal 1d8 more damage. This increases by 1d8 again at 11th and 17th level *Prestidigitation *Mage Hand ===1st Level=== *Find Familiar *Ensnaring Strike *Absorb Elements *Faerie Fire *Fog Cloud ---- '''CROW:''' Tiny celestial, Chaotic Good AC:11 HP: 2 Speed: 5ft., fly 60 ft. Skills: Perception +3, Stealth +3 Senses: darkvision 120 ft., passive Perception 13 *STR: 3 (-4) *DEX: 13 (+1) *CON: 8 (-1) *INT: 2 (-4) *WIS: 12 (+1) *CHA: 7 (-2) '''Flyby:''' The owl provokes no opportunity attacks when it flies out of an enemy's reach. '''Keen hearing and sight:''' The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. '''ACTIONS:''' Talons: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage. ----
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