Editing Jensen Hawkins (Jay) 3rd Level

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== Characteristics ==
 
== Characteristics ==
  
'''Str''' 10 (+0)  '''Dex''' 17 (+3)  '''Con''' 14 (+2)  '''Int''' 12 (+1)  '''Wis''' 14 (+2)  '''Cha''' 8 (-1)
+
'''Str''' 10 (+0)  '''Dex''' 18 (+4)  '''Con''' 14 (+2)  '''Int''' 12 (+1)  '''Wis''' 14 (+2)  '''Cha''' 8 (-1)
  
 
'''Saving Throws'''
 
'''Saving Throws'''
  
'''Str''' 0  '''Dex''' +8  '''Con''' +2  '''Int''' +5  '''Wis''' +2 '''Cha''' -1
+
'''Str''' 0  '''Dex''' +8  '''Con''' +2  '''Int''' +5  '''Wis''' +6 '''Cha''' -1
 
*Advantage vs charmed
 
*Advantage vs charmed
 
*Magic can't put you to sleep
 
*Magic can't put you to sleep
 +
*Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc).
  
 
----
 
----
  
'''Speed''' 40, Climbing 40, Swimming 40  
+
'''Speed''' 40, Climbing 40, Swimming 40, +10' first turn of combat.
 +
*Nonmagical difficult terrain costs no extra movement.
 +
*Standing only uses only 5'. Can jump after moving 5'
  
'''Passive Perception''' 20 '''Passive Insight''' 16 '''Darkvision''' 60 feet
+
'''Passive Perception''' 20 '''Passive Insight''' 16 '''Darkvision''' 90 feet
  
 
----
 
----
  
'''HPs''' 104 _________________ '''Hit Dice''' 10d10 / 3d6 '''AC''' 15
+
'''HPs''' 104 _________________ '''Hit Dice''' 10d10 / 3d6 '''AC''' 17
  
'''Initiative''' +'''Proficiency Bonus''' +4
+
'''Initiative''' +6
 +
 
 +
'''Proficiency Bonus''' +4
  
 
{| class="wikitable"
 
{| class="wikitable"
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| Ranged
 
| Ranged
 
| 150 / 600
 
| 150 / 600
| +12
+
| +13
| 1d8+8
+
| 1d8+9
 
|-
 
|-
 
| Scimitar
 
| Scimitar
 
| Melee
 
| Melee
 
| -
 
| -
| +7
+
| +8
| 1d8+3
+
| 1d8+4
 
|-
 
|-
 
| Dagger
 
| Dagger
 
| Melee
 
| Melee
 
| 20/60
 
| 20/60
| +7
+
| +8
| 1d4+3
+
| 1d4+4
 
|-
 
|-
 
| Spear
 
| Spear
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|-
 
|-
 
|
 
|
*'''Acrobatics''' (Dex) +7
+
*'''Acrobatics''' (Dex) +8
 
*'''Animal Handling''' (Wis) +6
 
*'''Animal Handling''' (Wis) +6
 
*Arcana (Int) +1
 
*Arcana (Int) +1
*'''Athletics''' (Str) +4
+
*'''''Athletics''''' (Str) +8
 
*Deception (Cha) -1
 
*Deception (Cha) -1
 
*History (Int) +1
 
*History (Int) +1
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*Persuasion (Cha) -1
 
*Persuasion (Cha) -1
 
*Religion (Int) +1
 
*Religion (Int) +1
*Sleight of Hand (Dex) +3
+
*Sleight of Hand (Dex) +4
*'''''Stealth''''' (Dex) +11
+
*'''''Stealth''''' (Dex) +12
 
*'''''Survival''''' (Wis) +10
 
*'''''Survival''''' (Wis) +10
  
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*Tool: Vehicles (land)
 
*Tool: Vehicles (land)
 
*Tool: Machinery
 
*Tool: Machinery
 +
*Disguise Kit
 +
*Poisoner's Kit
  
 
|
 
|
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*Thieves' Cant
 
*Thieves' Cant
 
*Dari-Persian
 
*Dari-Persian
 +
*Sylvan
 +
*Beast
  
 
|}
 
|}
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'''Rogue Features'''
 
'''Rogue Features'''
*1st Level: Expertise, Sneak Attack (+1d6)
+
*1st Level: Expertise, Sneak Attack (+2d6)
  
 
'''Ranger Features'''
 
'''Ranger Features'''
*1st Level: '''Favored Foe''' - Hunter’s Mark spell known, doesn't count against spells known, doesn't require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., '''Deft Explorer''' - Roving: +5 Speed, Climbing & Swimming is equal to walking speed.
+
*1st Level: '''Favored Foe''' - Hunter’s Mark spell known, doesn't count against spells known, doesn't require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., '''Deft Explorer''' - Roving: +5 Speed, Climbing & Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.
 
*2nd Level: '''Fighting Style''' - Archery (+2 w/ Ranged Weapons), '''Spellcasting''' (see "Magic" below"), '''Spell Versatility''' - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, '''Spellcasting Focus''' - May use Druidic spell focus. '''Ranger Spells''' - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond
 
*2nd Level: '''Fighting Style''' - Archery (+2 w/ Ranged Weapons), '''Spellcasting''' (see "Magic" below"), '''Spell Versatility''' - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, '''Spellcasting Focus''' - May use Druidic spell focus. '''Ranger Spells''' - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond
 +
*3rd Level: '''Primal Awareness''' - Bonus spells that can be cast once per long rest w/o expending a slot. '''Gloom Stalker Archetype''' - ''Gloom Stalker Magic'' - expanded spell list that doesn't count against spells known, ''Dread Ambusher'' - Wis mod bonus to Initiative, +10 move on first turn of combat, can take an additional attack if I attack on the first round of combat & if it hits the target takes +1d8 dmg, ''Umbral Sight'' - +30' to Darkvision, While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
 +
*4th Level: '''ASI''' - ''Close Quarters Archer'' Feat
 +
*5th Level: Extra Attack
 +
*6th Level: Deft Explorer Improvement
 +
*7th Level: '''Iron Mind''' - Gain proficiency in Wis Saving Throws
 +
*8th Level: '''ASI''' - ''Athlete'' Feat. '''Land's Stride''' - Nonmagical difficult terrain costs no extra movement. Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc).
  
 
'''Feats'''
 
'''Feats'''
 
*1st Level: '''Sharpshooter''' (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit & +10 dmg.
 
*1st Level: '''Sharpshooter''' (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit & +10 dmg.
 +
*4th Level: '''Close Quarters Archer''' (Ranged Weapons) Being in melee with a hostile creature doesn’t impose disadv on attacks. No disadv against prone targets if firing down on them. You can make an Opportunity Attack with your bow as if it were a melee weapon, firing an arrow as the target exits melee range.
 +
*8th Level: '''Athlete''' Standing only uses only 5'. Can jump after moving 5', rather than 10'.
  
 
== Magic ==
 
== Magic ==
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|
 
|
 
: * = doesn't count against known spells
 
: * = doesn't count against known spells
 +
: † = cast once per long rest for free
 
: ^ = cast Wis mod per long rest for free
 
: ^ = cast Wis mod per long rest for free
 
|}
 
|}
 
'''Spell Slots''' 2
 
  
 
{| class="wikitable"
 
{| class="wikitable"
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! '''Cantrips'''
 
! '''Cantrips'''
 
! '''1st Level'''
 
! '''1st Level'''
 +
! '''2nd Level'''
 
|-
 
|-
 
|
 
|
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|
 
|
 +
*Detect Magic * †
 +
*Disguise Self *
 
*Ensnaring Strike
 
*Ensnaring Strike
 +
*Goodberry
 
*Hunter's Mark * ^
 
*Hunter's Mark * ^
 
*Longstrider
 
*Longstrider
 +
*Speak with Animals * †
 +
 +
|
 +
*Beast Sense * †
 +
*Locate Animals or Plants * †
 +
*Pass Without Trace
 +
*Rope Trick *
 +
*Silence
  
 
|}
 
|}

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