The Beacon
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 2
AC: 16 (18 with shield)
HP:
Speed: 30ft
Height: 6’7”
Weight: 210 pounds
Alignment: Neutral Good
Languages: Common, Primordial, Celestial, Elvish, 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
Feats
- Magic Initiate: Booming blade, Prestidigitation, Find Familiar
Equipment/Gold
15 gold 2 Daggers 20 Crossbow Bolts Studded Leather Armor 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
Combat
Rapier: +5 to hit, 1d8+3 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
- Prestidigitation
1st Level
- Find Familiar