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Tibbs

Grung Race
Tuktuka Suvivalist Origin
Swarmkeeper Ranger 8 Class & Level
Chaotic Neutral Alignment
- Deity
- Faction
- Rank/Position
- Loyalty
- Company

Strength 10
+0
Dexterity 18
+4
constitution 15
+2
intelligence 11
+0
wisdom 16
+3
charisma 11
+0
Total Hit Dice 5
Hit Die
1d10+2
+3 proficiency bonus
+0 Strength
+7 Dexterity
+2 Constitution
+0 Intelligence
+6 Wisdom
+0 Charisma
saving throws
+4 Acrobatics
+3 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+0 History
+6 Insight
+0 Intimidation
+0 Investigation
+6 Martial
+3 Medicine
+0 Nature
+6 Perception
+0 Performance
+0 Persuasion
+0 Religion
+4 Sleight of Hands
+7 Stealth
+6 Survival
skills

 
0
MV
0
Prestige
3
Attunement Slots
16
Armor Class
49
Hit Points
+4
Initiative
25ft. | 25ft. Climb
Speed
WeaponAttackDamage
Longbow+91d8 + 4 Piercing
Sickle+31d4 Slashing
Spear+31d6 Piercing
Attacks
Light Armor, Medium Armor, Shields
Simple Weapons
Martial Weapons

Stealth
Martial
Insight
Perception (Grung)
Suvival (Tuktuka Suvivalist)

Languages: Common, Grung, Goblin (Favoured Enemy), Necril (Favoured Enemy)
Proficiences
Spell Save DC: 14

Cantrips
CantripsDescription
Mage HandA spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magic items, or carry more than 10 pounds.


1st Level Spells
1st Level SpellsDescription
Hunters MarkYou choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
Long StriderYou touch a creature. The target's speed increases by 10 feet until the spell ends.
Speak With AnimalsYou gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
Faerie FireEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.


2nd Level Spells
2nd Level SpellsDescription
DarkvisionYou touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
WebYou conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Spellcasting
Studded Leather Armor
1x Greater Healing Potion
1x Spear
1x Sickle
1x Longbow
Quiver containing 20 arrows (x2)
1x Explorers Pack

208GP
Equipment
-
Faction
The Mad Man
Stat Array
Grung

Arboreal Alertness
Arboreal Alertness - You have proficiency in the Perception skill.


Amphibious
Amphibious - You can breathe air and water.


Poison Immunity
Poison Immunity - You are immune to poison damage and the poisoned condition.


Poisonous Skin
Poisonous Skin - Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.

 


Standing Leap
Standing Leap - Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.


Water Dependency
Water Dependency - If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour.


Tuktuka

Survivalist
Survivalist - You can choose to ignore 1 level of exhaustion, you gain 2 damage reduction to physical damage (to a minimum of 1 damage taken).

+5 Max HP


Swarmkeeper / Ranger

Favored Enemy
Favored Enemy - Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Gnomes
Goblins
Undead

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 that is spoken by your favored enemies, if they speak one at all.


Natural Explorer
Natural Explorer - You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.

Forest
Grassland

When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

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
Fighting Style - At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery - You gain a +2 bonus to attack rolls you make with ranged weapons.


Spellcasting
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.


Ranger Archetype: Swarmkeeper
Ranger Archetype: Swarmkeeper - Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.


Gathered Swarm
Gathered Swarm - 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. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.

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.


Swarmkeeper Magic
Swarmkeeper Magic - You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.


Primeval Awareness
Primeval Awareness - Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.


Extra Attack
Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Writhing Tide
You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Land's Stride
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.


-Level 4 Feat-

Feat: Piercer
Piercer - You have achieved a penetrating precision in combat, granting you the following benefits:

Increase your Strength or Dexterity by 1, to a maximum of 20.
Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.
When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.


-Level 5 Feat-

Feat: Metamagic Adept
You've learned how to exert your will on your spells to alter how they function:

You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.

Twinned Spell
Distant Spell

You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.


-Level 8 Feat-

Feat: Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

Your ranged weapon attacks ignore half cover and three-quarters cover.

Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

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

TheLostPeon.

Statblock Type

Verum Character Sheet

Link/Embed