Editing D&D 5E: Smallfolk Character 2

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*Background: Outlander
 
*Background: Outlander
 
*Age: 50
 
*Age: 50
*Height: 3'0"
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*Height:  
*Weight: 34lbs
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*Weight:
 
*Personality Trait: I watch over my friends as if they were a litter of newborn pups.
 
*Personality Trait: I watch over my friends as if they were a litter of newborn pups.
 
*Ideal: Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
 
*Ideal: Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
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*AC: 16
 
*AC: 16
*HP: 25/25
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*HP:
 
*Speed: 25'
 
*Speed: 25'
 
*Proficiency: +2
 
*Proficiency: +2
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*Ranged Attack: Longbow +5, damage 1d6+3
 
*Ranged Attack: Longbow +5, damage 1d6+3
 
*Spell Save DC: 11
 
*Spell Save DC: 11
*Spell Attack: +3
 
 
*Spells Known: (1st) ''Hunter's Mark''; ''Entangling Strike''; ''Hail of Thorns''; ''Protection from Good and Evil''
 
*Spells Known: (1st) ''Hunter's Mark''; ''Entangling Strike''; ''Hail of Thorns''; ''Protection from Good and Evil''
 
*Spell Slots: 3/3
 
*Spell Slots: 3/3
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*Armor: Light armor, medium armor, shields
 
*Armor: Light armor, medium armor, shields
 
*Weapons: Simple weapons, martial weapons
 
*Weapons: Simple weapons, martial weapons
*Musical instruments: Pan flute (heirloom)
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*Musical instruments: Pan flute
  
 
'''Skills'''
 
'''Skills'''
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*Survival +5
 
*Survival +5
  
'''Mount'''
 
Wrath aka Furious Wrath, son of Righteous Fury out of Snapjaw.
 
 
Mastiff
 
*Armor Class 12
 
*Hit Points 5 (1d8+1)
 
*Speed 40 ft.
 
*STR 13 (+1)
 
*DEX 14 (+2)
 
*CON 12 (+1)
 
*INT 3 (-4)
 
*WIS 12 (+1)
 
*CHA 7 (-2)
 
Skills
 
*Perception +3
 
Senses
 
*Passive Perception 13
 
 
*Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
 
 
Actions
 
*Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone
 
  
 
'''Feats'''
 
'''Feats'''
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*Nimble. You can move through the space of any creature that is of a size larger than yours.
 
*Nimble. You can move through the space of any creature that is of a size larger than yours.
 
*Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
 
*Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
*Seeds of Life: All Halflings carry a small bag of seeds, planting them occasionally in particularly barren places to encourage growth and life. At need, a halfling can instead make a poultice of the (ground-up) seeds that can be used on one person's wounds for 2d8 + the halfling's character level of healing. The halfling can replenish their seeds by the end of the next long rest (Note: underground this will mean myconid spoors or tuber trimmings and at sea it will mean algae or floating sea plants)​
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'''Features'''
 
'''Features'''
 
*Favored Enemy: Fiends
 
*Favored Enemy: Fiends
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If there are multiple groups of your favored enemies within range, you learn this information for each group.
 
If there are multiple groups of your favored enemies within range, you learn this information for each group.
  
*Conclave: Monster Slayer
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*Monster Slayer Conclave
 
*Monster Slayer Magic
 
*Monster Slayer Magic
 
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
 
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
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*Shortsword
 
*Shortsword
 
*Shortsword
 
*Shortsword
*Pan Flute (heirloom)
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*Pan Flute
 
*Tinderbox
 
*Tinderbox
 
*Torch
 
*Torch

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