Difference between revisions of "The Beacon"

From RPGnet
Jump to: navigation, search
(Features)
(Features)
 
Line 119: Line 119:
 
''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.
 
  
 
----
 
----
Line 130: Line 129:
  
 
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.
 
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.
 
  
 
----
 
----

Latest revision as of 06:21, 23 December 2021

Beacon, Warforged Ranger

Character[edit]

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[edit]

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)[edit]

  • Wisdom 16 (+3)
  • Intelligence 10 (+0)
  • Constitution 13 (+1)
  • Strength 10 (+0)
  • Dexterity 17 (+3)
  • Charisma 8 (-1)

Skills and Proficiencies[edit]

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[edit]

  • Strength Saves (+2)
  • Dexterity Saves(+5)
  • Constitution Saves (+1)
  • Intelligence Saves (+0)
  • Wisdom Saves (+3)
  • Charisma Saves (-1)

Traits[edit]

  • 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[edit]

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[edit]

  • Magic Initiate: Booming blade, Prestidigitation, Find Familiar

Equipment/Gold[edit]

  • 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[edit]

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[edit]

Cantrips[edit]

  • 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[edit]

  • 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.