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Veteran Vrak Merjad

Dragonborn (Blue) Race
Daborak/Riverrunner Origin
Ranger (Scalecaller - Astral Genome) 12 Class & Level
Chaotic Neutral Alignment
Kaheeli Deity
Freemen Faction
Quartermaster Rank/Position
20 Loyalty
N/A Company

Strength 18
+4
Dexterity 14
+2
constitution 16
+3
intelligence 10
+0
wisdom 14
+2
charisma 12
+1
Total Hit Dice 12
Hit Die
1d10+3
+4 proficiency bonus
+8 Strength
+6 Dexterity
+3 Constitution
+0 Intelligence
+6 Wisdom
+1 Charisma
saving throws
+2 Acrobatics
+5 Animal Handling
+0 Arcana
+8 Athletics
+1 Deception
+0 History
+1 Insight
+1 Intimidation
+0 Investigation
+5 Martial
+1 Medicine
+4 Nature
+4 Perception
+1 Performance
+1 Persuasion
+0 Religion
+2 Sleight of Hands
+6 Stealth
+5 Survival
skills

 
66
MV
3
Prestige
3
Attunement Slots
19
Armor Class
122
Hit Points
+2
Initiative
30/30
Speed
WeaponAttackDamageProperties
Marrow-Cleaver Greataxe[Roll: 1d20+8][Roll 1d12+7+2d6]Heavy, Two-Handed
Chord of the Storm[Roll: 1d20+8][Roll 2d6+7]Thrown (15/45)
Battleaxe[Roll: 1d20+8][Roll: 1d8/1d10+4]Versatile
Handaxe[Roll: 1d20+8][Roll: 1d6+4]Light, Thrown (20/60)
Hand Crossbow[Roll: 1d20+6][Roll: 1d6+2]Ammunition (30/120), Light, Loading
Longbow[Roll: 1d20+6][Roll: 1d8+2]Ammunition (150/600), Heavy, Two Handed
Grisly Tydes Cross[Roll: 1d20+8][Roll: 2d8+4]Ammunition (80/320). Loading, Two-Handed
Breath Weapon[DC: 18][Roll: 5d6+4]90 Foot Line
Attacks
Skills: Athletics, Nature, Perception, Animal Handling, Stealth, Survival, Martial.
Tools: Carpenters Tools, Expertise Brewers Supplies, Cartographers Tools, Navigators Tools.
Weapons: Simple, Martial, Bolas, Steton Greatbows
Armor: Light, Medium, Shields.
Proficiency in Waterborne Vehicles.
Languages: Common, Draconic, Aquan, Auran, Sylvan.
Proficiences
1st Level:
Absorb Elements
1st-level abjuration
Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range: Self
Components: S
Duration: 1 round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Fog Cloud
Conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 hour
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Zephyr Strike
Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.
Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.


2nd Level:
Healing Spirit
Conjuration
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead.
As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.

Pass Without Trace
Abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
Duration: Concentration, up to 1 hour
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.


3nd Level:
Conjure Animals
Conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
One beast of challenge rating 2 or lower
Two beasts of challenge rating 1 or lower
Four beasts of challenge rating 1/2 or lower
Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The DM has the creatures' statistics.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Water Breathing
Transmutation (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a short reed or piece of straw)
Duration: 24 hours
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Spellcasting
Gold: 1200
Crafting Tokens: 85
Scalecaller Food: 300gp
Non-Magical Equipment: Battleaxe, Shield, 2 Handaxes, Hand Crossbow, Bolt Case (60), Bola (10), Component Pouch.
Bandolier 1: Supreme Healing Potion, Supreme Healing Potion, Potion of Invulnerability
Bandolier 2: Supreme Healing Potion, Healer's Brew, Potion of Speed
Food Tokens:

Academies:
Research: 15
Crafting: 15/40
Downtime Days (Backlog + Current Week):
Crafting days (Backlog + Current Week):

Other: Backpack, 2 Bandoliers, Bedroll, Mess Kit, Tinderbox, 10 Torches, 6 days of Rations, Waterskin, Crowbar, Sledgehammer, Hammer, 10 Pitons, 50 feet of Hempen Rope, 50 feet of Silk Rope, Grappling Hook, A set of Common Clothes, Smokestick.

Tools: Masterwork Carpenters Tools, Cartographers Tools, Navigators Tools.

Consumables: 2x Healing Potion, 4x Greater Healing Potion, 2x Superior Healing Potion, 7x Supreme Healing Potion, 6x Potions of Heroism, 3x Potion of Speed, 3x Oil of Sharpness (+2), Potion of Invisibility, 1x Scroll of Pass Without Trace, 2x Scroll of Lesser Restoration, 1x Scroll of Cure Wounds, 2x Antitoxin, 1x Scroll of Gentle Repose, 8x Potion of Growth, 8x Potions of Fire Breathing, 3x Potion of Water Breathing, 8x Potion of Invulnerability. 1 Healer's Brew.

Reagents:
2x Potion of Fire Breathing

APPEASEMENT REAGENT STOCK - NOT CURRENTLY IN INVENTORY, BEING MADE
Osven
Reagant of Invulnerability, 2 Reagants of Supreme Healing, 1 Reagant of Speed, 1 Reagant of Oil of Sharpness +3.

Me
Reagent of invulnerability, reagent of supreme healing, reagent of potion of speed, reagent of oil of sharpness (+2), 2 reagents of heroism.

Others
Speed potion reagent x2
Heroism potion reagent x1
Superior healing potion reagent
Supreme healing potion reagent x3

TOTALS MADE
12 potions of Speed
9 potions of Heroism
18 potions of Supreme healing
3 potions of Superior healing
6 potions of Invuln
3 Oil of Sharpness +2
3 Oil of Sharpness +3

AND
2x potion of Heroism (.5 days)
2x Potion of Invulnerability (.5 days)
2x Potion of Flight (.5 days)
2x Potion of Speed (.5 days)
6x Potion of Superior healing (1.5 days)
2x Potion of Fire Breathing (.5 days)

Magic Items:
ARCADUM ITEM - LIGHT CROSSBOW
In inventory - Attuned

Krazy Kobolds Fireworks
Wondrous (Explosives) - Minor Rare (1,650 gp)
Kobolds have learned to leverage every advantage they can create against their opponents. Sometimes that means dazzling them!
• Wow!. Take every advantage you can get. When combat would start, you can activate this ability before rolling your initiative. When you do so, you launch a few fireworks that fly 30 feet above you before exploding into a brilliant display of colorful lights. Increase your initiative roll's value by 2. The fireworks also distract an enemy; you can choose to reduce the initiative roll of one enemy within 300 feet by 2, but you can only do so before seeing the result of their roll. When this ability is used, the explosion emits a thunderous boom audible out to 300 feet away. This ability cannot be used during Surprise rounds of combat. This ability can be used once and regains its use at midnight.
• This item is Glorybound.

Marrow-Cleaver's Greataxe
Greataxe - Rare [1,600gp]
The poor craftsmanship of this titanic greataxe is a stark contrast to its deadly efficiency
This weapon deals an extra +1 cold damage on a successful hit.
This weapon deals an extra +1 lightning damage on a successful hit.
This weapon deals an extra +1 thunder damage on a successful hit.
Battle Vigor - Once per long rest, when you strike a creature with this weapon and successfully deal damage, you gain 2d6 temporary hit points. These temporary hit points fade at the end of the current combat.
Chopping Block - This weapon deals an additional 1d4 Thunder damage to prone creatures.
Overwhelm - When you critically hit a creature with this weapon, the creature must make DC 13 Strength check or fall prone.
[Base Material, Enhancement Enchantment, Adornment, Spell Invocation x2]

Chord of the Storm
Bola (Weapon) - Major Rare (21 days, 2,310gp)
This weapon has the following mundane properties:
• You deal an additional 1 thunder damage on a hit with this weapon.
• You deal an additional 1 lightning damage on a hit with this weapon.
This bola cannot be destroyed. If a bound target breaks free, the lightning cord coalescences back together on the ground awaiting its call.
Return to Sender. As a bonus action, if this weapon was thrown in the last minute you can send a mental command to the bola to have it return to your arm. Additionally, roll 1d10. On a 1, you take 1d6 lightning damage as the bola returns to you.
Lighting Spire. While a creature is knocked prone by this bola, if any creature within 10 feet of them takes lightning damage, the creature knocked prone by the bola takes 1d4 lightning damage.
[Base Material, Enhancement, Enchantment]

The Eldervale Series: Star's Call - Attuned
+2 Breastplate - Major Very Rare (5,200gp) - Attunement: Scalecaller Ranger Archetype
This white, scaled breastplate shimmers with an otherworldly glow, with its wearer almost seeming to shift from reality itself from time to time as a faint, immaterial tether reaches towards any nearby astral companion.
Astral Regeneration. While in true combat as an action you can activate this ability. While you are within 10 feet of a scaled companion or familiar you both heal for 2 hp at the start of your turn. This lasts for 1 minute. You can use this ability twice per long rest.
Astral Defense As a bonus action during combat, you can choose to increase the AC of an ally you touch by 3. This effect lasts for one minute. You can not stack this effect. You can use this ability twice before needing to finish a long rest.
Astral Storm. As an action, you can create a burst of astral energy expanding to a radius of 30 feet centered on you. You choose to either heal or damage each creature in the radius. The choosen creatures take or heal 5d8. The damage of this ability is necrotic. You can use this twice per long rest.
Astral Retribution. Upon yourself or your animal companion being hit, you can use your reaction to inflict 2d8 necrotic damage to the attacker. The target that was hit heals for half the damage dealt from this ability to a minimum of 1. You can use this ability twice before needing to finish a short or long rest.
[Base Material, Adornment, Enchantment, Enhancement]

Fang of the Levi-athan - Attuned
Wondrous (Druidic Focus) - Rare (1,500gp, 15 Days) - Attunement
This wooden fang carries with it a spark of joy and hope, one infused into it by a master who has not forgotten their friend, nor their promise to them. This token serves as a reminder that though a sea of trouble may divide companions, a true bond is never so easily broken.
Your Wisdom score increases by 1, up to a maximum equal to your ability score cap.
A Promise Made. When you cast a Transmutation spell with a range of Self or Touch, you can instead target another creature within 60 feet of you that you can see. You can use this ability three times, regaining all uses after finishing a long rest. "I'm comin' for ya girl"
A Bond Unbroken. When you cast a spell with yourself or an ally as the target you can increase the target's AC by 1 for one minute. You can use this ability three times, regaining all uses after finishing a long rest. "I never forget a crewmate"

Freemen Cloak
This cloak provides not only a convenient method to display one's own sigil, but it also is infused with the freedom of the sea, you gain advantage on any saving throw that would impede your movement.

Grisly Tydes Cross - Attuned
+2 Light Crossbow – Minor Legendary [10,00gp] – Attunement, Sevenic
This finely carved mahogany wood crossbow is gilded in mithral. The lathe of the bow depicts that of a great skull wherein the bolts fire forth from. Along the bridge of the bow, in mithral gilding are depictions of deep sea leviathans and draconic beasts, with the spine of which acting as the lock for the string, transitioning into the handle bearing the sign of the Bay.
While attuned to this crossbow, you gain the following abilities and features:
Cackling Skull: As an action, the wielder of this crossbow can shoot a cackling skull from the mouth of the crossbow to any space within range that is not blocked by total cover. Make a ranged attack roll, if this hits, the user gains vision of that square and 30 feet around it, as if they were standing there and possessed blind-sight out to 30 feet. This cackling skull makes a light cackling noise and remains for 1 minute, or until destroyed. It has an AC of 16 and 30 hit points. You can use this a number of times equal to one-half of your Proficiency bonus, rounding down, regaining the use(s) after a long rest.
Death’s Tyde: This weapon critically hits on an 18, 19, or 20, instead of just 20, and abilities that increase critical hit thresholds, increase its threat range by 1.
Grim Call: This weapon deals an additional 1d8 points of poison damage. On a critical hit, this explodes out and deals an additional 1d8 poison damage.
Power Shot: As an action, the wielder of this crossbow can let loose a potent and forceful shot that explodes out in a spray of metal shrapnel in a 30 foot cone. Make a single attack roll, and compare it to each creature within range, every creature hit suffers damage as if they were shot by this crossbow; however, if a creature is within 10 feet of you when you fire this crossbow, those creatures within 10 feet suffer an additional 2d8 points of piercing damage. If you critically hit with this ability, only one creature within 10 feet can be subject to the extra 2d8 damage from a critical hit when damaged by this ability. A creature struck by this ability can make a Dexterity saving throw, DC equal to 8 + your Proficiency bonus + your Dexterity modifier, on success they suffer half damage. A creature further than 10 feet away gains advantage on their Dexterity saving throw against this effect. You can use this a number of times equal to one-half of your Proficiency bonus, rounding down, regaining the use(s) after a long rest.
Priestly Ties: The cackling skull of the crossbow, whispers the secrets of the waves. If you possess the Channel Divinity class feature, you gain an additional use of this ability per long rest. If you do not possess this feature, you instead gain the ability to Channel Divinity to Turn Undead or Destroy, once per long rest. You are considered a cleric of one-half of your level when using this ability in this way.
This item is Glorybound.


Pets:
Brax
Starvenom Serpent
Large Monstrosity, Lawful
HP: 97 (13d8+39)
Armor Class 19
Speed 30, Swim 30, Fly 90
Str - 20
Dex - 16
Con - 16
Int - 14
Wis - 10
Cha – 8
Proficiency (Companions Bond): Stealth +6, Athletics +8
Senses Blindsight 30ft., Passive Perception 10
Languages – Wicked, Common, Primordial
Hard Set Evolutions
Aura of Recovery: All allies within 15ft have any healing they receive increased by 4.
Actions
Bite: Melee Weapon attack +9 to hit, Reach 5ft, one creature. Hit; 2d6+5 Peircing damage, 2d6 Astral Fire
Healing Breath: 15ft cone, heals all creatures within for 4d6 hitpoints, recharges on a 5-6. Cannot be used out of combat.
Starlight Nova: Once per short rest as an action, this creature can summon a well of starlight in a 20ft emanation from itself. All allies are healed for 3d6 hit points and all enemies receive 3d6 radiant damage.

Ninfukaru
Ninfukaru (Pet)
Small Fey, Unaligned
Armor Class 13 (Natural Armor)
Hit Points 13 (3d6+3)
Speed 35ft.
Str 7 (-2) Dex 12 (+1) Con 12 (+1) Int 7 (-2) Wis 5 (-3) Cha 6 (-2)
Skills Perception 0
Condition Immunities Charmed
Senses Darkvision 60ft, Passive Perception 10
CR 1/4
Keen Hearing and Smell. The Ninfukaru has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pounce. The Ninfukaru moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the Ninfukaru can make one bite attack against it as a bonus action.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.

 

Bilge
Rat (Pet)
Tiny Beast
Armor Class 10
Hit Points 1 (1d4 - 1)
Speed 30 ft.
STR DEX CON INT WIS CHA
2 (-4) 11 (+) 9 (-1) 2 (-4) 10 (+0) 4 (-3)
Skills Perception +3, Stealth +5
Senses Darkvision 30 Ft, passive Perception 10
Languages —
Challenge 0 (0 or 10 XP)
Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Actions:
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

King
Wolf Cub (Pet)
Tiny Beast, True Neutral
Noncombat

 

Wulg
Wulg (Pet)
Small Beast
Armor Class 13
Hit Points 1 (1d4 - 1)
Speed 30 ft.
STR DEX CON INT WIS CHA
3 (-4) 16 (+3) 8 (-1) 2 (-4) 12 (+1) 3 (-4)
Skills Perception +3, Stealth +5
Senses passive Perception 13
Languages —
Challenge 0 (0 or 10 XP)
Keen Hearing and Smell. The wulg has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions:
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Basilisk Lizard
Basilisk Lizard
Tiny Beast, Unaligned
Armor Class 11
Hit Points 2 (1d4)
Speed 30 ft.
STR DEX CON INT WIS CHA
2 (-4) 12 (+1) 10 1 (-5) 10 (+1) 3 (-4)
Skills Perception +3, Stealth +5
Senses Darkvision 30ft., passive Perception 10
Languages —
Challenge 0 (0 or 10 XP)
Water Walk. The basilisk lizard can run across the surface of a liquid with a dash action. To continue running along the liquid’s surface, the basilisk lizard must use a dash action on each turn they are above water.
Actions:
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

In Memory
Piscine (Scalecaller)
Reflective scales, 4 legs with webbed feet
Medium beast, unaligned
Armor Class: 15 (Natural Armor +2)
Hit Points: 26 (4d8 + 8)
Speed: 30 ft., swim 30 ft.
Str 16, Dex 12, Con 14, Int 7, Wis 10, Cha 10
Skills: Athletics +5, Perception +2, Stealth +3, Intimidation +2
Senses: darkvision 60 ft., passive Perception 12
Languages: —
Challenge 1/2 (100 XP)
Amphibious. The companion can breath in the air and underwater
Actions:
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.


Equipment
Freemen
Faction
The Madman
Stat Array
Draconic Ancestry: Blue
Breath Weapon: Lightning - 5 by 30 ft. line (Dex Save)
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your breath weapon, you can't use it again until you complete a short or long rest.
Damage Resistance. You have resistance to the damage type associated with your draconic ancestry. (Lightning)

Origin
Daborak
Daborak is a warrior nation, built on military service, discipline, courage and horses. All of its citizenry are trained, at least to some degree, in warfare. You are among these well trained individuals. While Daborakians may have different callings, all share the following abilities.
+1 to Strength
Skill Proficiency – Athletics
Riverrunner
The great river Equus runs through the center of Daborak. Its branches feed crops, provides livelihoods and waters the nation. You know this river well. Having lived and worked on it for years of your life. The water is your home. A Riverrunner gains the following abilities.
Skill Prof – Perception
You gain a swim speed of 30ft. This has no effect if you already possess a swim speed.

Freemen
Attribute Cap Increase - +2 Dexterity; This boosts the maximum of an ability score but not the score itself.
Tool Proficiencies - Cartographers Tools, Navigator's Tools.
Membership into the Freemen is marked by an amulet with an aquamarine, Kaheeli's favored stone and a hopeful ward against her wrath.

Kaheeli's Chosen
A Woman's Scorn - Increase all Thunder and Lightning damage dealt by 1d6 (once per source)

The White Terror
A Freemen that takes this mark, gains a fearsome aura. However they are treated as if they are a fiend for the purposes of paladin smites and other effects.
Aura of Fear. At the start of your first turn in a combat, you can choose to activate this aura. Creatures within 20 feet of the bearer of the mark must make a DC 16 Wisdom saving throw or be frightened for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the player's Frightful Presence for the next 24 hours. You must finish a long rest before you can use this ability again.

Shanties
When freemen work together anything is possible and many have underestimated the spirit of the salty veterans. A shanty can only be activated with at least two freemen present. Each additional freemen increases the effects of such an ability. X in these abilities is represented by the number of Freemen. While performing a shanty, the participants cannot do anything else other then spend actions on the shanty, take a bonus action or move. Once one shanty is performed, that shanty cannot be performed again until a short rest is completed. Bard Freemen count as two in these calculations.
Leave Her Johnny
This shanty takes 1 round to complete. When it is completed all allies within 60 feet are healed by Xd10.
Whiskey in the Jar
This shanty takes 1 round to complete. When completed, all allies within 60 feet can immediately move up to 10 feet x X . This movement does not provoke attacks of opportunity and can cause a paralyzed or stunned ally to move.
The Cruel Wars
This shanty takes 10 minutes to perform. When completed, all allies within 60 feet gain a +2 to damage against humanoid enemies. This lasts for 10 minutes.

Whelming Ancestry
Feat
Prerequisite: Dragonborn
The essence of a true dragon’s breath flows through you, allowing your own breath weapon to be as ready as the ancient draconic entities'. You gain the following benefits:
If your breath weapon is a cone, its range is increased to 30 feet. If your breath weapon is a line, its range is increased to 5 feet by 90 feet.
You can use your Breath Weapon or Dragon's Fear as a bonus action.
At the start of your turn, if the use of your Breath Weapon is expended, you can roll a d6. On a 5 or a 6, you regain the use of your Breath Weapon.

Dragon Soul
Feat
Prerequisite: Dragonborn
You have harnessed the ability to become even more in touch with the Dragonstorm, able to detect and reach out to those akin to you in soul and body. You gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20.
As an action, you can open your awareness to detect other creatures of the Dragonstorm. Until the end of your next turn, you know the location of any creature with draconic blood that is within 60 feet of you that is not behind total cover. You know what type the creature is (e.g. humanoid, dragon), but not its identity (e.g. Kriseth the green dragonborn). You can use this feature a number of times equal to 1 + your Charisma modifier, and regain all expended uses when you finish a long rest.
Soul Breath. You gain the ability to harness a part of your soul and the Dragonstorm in your breath weapon. Your Breath Weapon deals 1d6 + your proficiency bonus extra force damage.
Your Breath Weapon DC is increased by 3.

Resilient - Wisdom
Feat
You gain +1 Wisdom and proficiency in Wisdom Saving Throws.

Storm of Spectres
Starlight Trials Reward
Once per short rest, you may summon a swirling cloud of sailors souls in a 20ft radius centered on you. All allies within this area prevent the first 2 damage they would take each round, from a single source. This lasts for 3 rounds.

Favored Enemy: Humanoid
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

Natural Explorer
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
You ignore difficult terrain.
You have advantage on initiative rolls.
On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
Difficult terrain doesn't slow your group's travel.
Your group can't become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Fighting Style: Defense
While you are wearing armor, you gain a +1 bonus to AC.

Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.
Spell Slots
The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier, Spell attack modifier = your proficiency bonus + your Wisdom modifier.

Primeval Awareness
Beginning at 3rd level, your master of ranger lore allows you to establish a powerful link to beasts and to the land around you.
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.
If there are multiple groups of your favored enemies within range, you learn this information for each group.

Scaled Companion Genome - Astral
At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.
With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth a scaled animal from the wilderness to serve as your faithful companion. This companion evolves and adapts rapidly as it fights alongside its master. When you select this archetype, you must choose between three base genomes for your beast companion: Saurian, Piscine, and Wyvern. These genomes determine what stats and abilities your companion starts with, in addition to the abilities you can choose using evolution points you receive at each Ranger level.
Once you select a genome, your companion’s base Ability Scores are locked in. At Ranger Levels 7 and 15, you can select any of the remaining genomes at the expense of losing 2 hit dice for your companion and in exchange you receive the genome’s limbs, base abilities, base attacks, and access to their exclusive abilities you can acquire with evolution points. Or you can continue with your initial genome(s) and add 1 hit dice to your companion’s hit dice total.
Evolutions
Your scaled companion receives a number of evolution points that can be spent to give them new abilities, powers, and other upgrades. These abilities, called evolutions, can be reselected whenever you gain a new ranger level, but they are otherwise set once you play in a session. Some evolutions require that the scaled companion have a specific genome and/or the Ranger be of a specific level before they can be chosen.
Evolutions are grouped by their cost in evolution points. Evolution points cannot be saved. All of the points must be spent whenever you gain a new Ranger level. Unless otherwise noted, each evolution can only be selected once.
At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion's Bond ability. You can have only one animal companion at a time.
If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion's spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.

Companion's Bond
Your animal companion gains a variety of benefits while it is linked to you.
The animal companion loses its Multiattack action, if it has one.
The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.
Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and on their attack’s damage roll. However, should you equip barding to your companion, they lose their proficiency bonus to AC as well as their Natural Armor bonus if they have one.
To determine the AC of your Animal Companion, it’s: 10 + your proficiency bonus + your companion’s Dexterity modifier.
If your companion has natural armor, it’s: Natural Armor + your proficiency bonus + your companion’s dexterity modifier.
To determine saving throw DC for some companion abilities, it’s: 8 + your proficiency bonus + the ability modifier aligned to your companion’s effect.
Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
For each Ranger level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. However, should you add a new genome to your companion at levels 7 and 15, your companion’s hit dice total is reduced by 2 for each new genome. However, should you continue with your initial genome(s), add 1 hit dice to your companion’s hit dice total.
Whenever you gain an Ability Score Improvement or feat from your Ranger levels, the cap of Ability Score Improvement evolutions you can take increases by 1. With the Ability Score Improvement evolution, your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise.
Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, "The ranger who travels with me is a beloved companion for whom I would gladly give my life."
Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.
Trait: I'm dauntless in the face of adversity.
Flaw: I growl at strangers, and all people except my ranger are strangers to me.

Coordinated Extra Attack
You and your animal companion form a more potent fighting force. When you use the Attack action on your turn, you can either attack twice, instead of once, or, if your companion can see you, you can forfeit one of your attacks to have your companion use its reaction to make a melee attack.
This does not stack with the Extra Attack class feature of other classes.
Your companion’s attacks are considered magical for the purposes of bypassing resistance.

Greater Favored Enemy: Aberrations
At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.
Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.

Improved Scaled Companion: Hit Die
At 7th level, you can select any remaining genome for your animal companion you haven’t locked in and receive their limbs, base abilities, and access to their exclusive abilities you can acquire with evolution points. Once you lock in a new genome, your companion’s hit dice total is reduced by 2.
Or you can instead choose to forfeit the new genome and add 1 hit dice to your companion’s current hit dice total.

Fleet of Foot
Beginning at 8th level, you can use the Dash action as a bonus action on your turn.

Hide in Plain Sight
Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.
When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either vulnuntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

Storm of Claws and Fangs
At 11th level, your animal companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.

Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Haon450.

Statblock Type

Verum Character Sheet

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