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==General==
 
==General==
  
Class: Ranger 3
+
Class: Ranger 2
  
 
AC: 16 (18 with shield)
 
AC: 16 (18 with shield)
  
HP: 32
+
HP:  
  
 
Speed: 30ft  
 
Speed: 30ft  
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Alignment: Neutral Good
 
Alignment: Neutral Good
  
Languages: Common, Primordial, Celestial, Giant, Dwarvish
+
Languages: Common, Primordial, Celestial, Elvish, Dwarvish
  
 
Race: Warforged
 
Race: Warforged
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==Traits==  
 
==Traits==  
  
*'''Constructed Resilience:''' You were created to have remarkable fortitude, represented by the follow­ing benefits:  
+
*'''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 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 don't need to eat, drink, or breathe.
 
**You are immune to disease.
 
**You are immune to disease.
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''CANNY''
 
''CANNY''
 
*Choose one of your skill proficiencies. Your profi­ciency bonus is doubled for any ability check you make that uses the chosen skill: Survival
 
*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
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*You can also speak, read, and write two additional languages of your choice: Dwarvish, Elvish
  
 
----
 
----
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''DUELING''
 
''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.
 
*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==
 
==Feats==
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==Equipment/Gold==
 
==Equipment/Gold==
  
*66 gold
+
15 gold
*2 Daggers
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2 Daggers
*20 Crossbow Bolts
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20 Crossbow Bolts
*Studded Leather Armor
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Studded Leather Armor
*Cold weather gear
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Shield
*Crampons
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Explorer’s Pack
*Snow Shoes
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Scroll case stuffed full of notes from your studies or prayers
*Shield
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Winter blanket
*Explorer’s Pack
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Set of common clothes
*Scroll case stuffed full of notes from your studies or prayers
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Herbalism kit
*Winter blanket
 
*Set of common clothes
 
*Herbalism kit
 
  
*Skadi’s gift: Expedition log with missing pages and a pressed flower used as a bookmark
+
Skadi’s gift: Expedition log with missing pages and a pressed flower used as a bookmark
*Water Elemental’s gift: Smooth blue stone
 
  
 
==Combat==
 
==Combat==
  
Rapier: +5 to hit, 1d8+5 Piercing damage, finesse  
+
Rapier: +5 to hit, 1d8+3 Piercing damage, finesse  
 
 
 
Dagger: +5 to hit, 1d4+3 Piercing damage, light, thrown (20/60)
 
Dagger: +5 to hit, 1d4+3 Piercing damage, light, thrown (20/60)
 
 
Light Crossbow: +5 to hit, 1d8+3 piercing damage, ranged (80/320)
 
Light Crossbow: +5 to hit, 1d8+3 piercing damage, ranged (80/320)
  
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===Cantrips===
 
===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
+
*Booming Blade
*Prestidigitation
+
*Prestidigitation  
*Mage Hand
+
 
 
===1st Level===
 
===1st Level===
 
*Find Familiar
 
*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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