|+4||Sleight of Hands|
Includes a backpack, -a crowbar,- a hammer, -5 pitons, -10 torches, -a tinderbox, -10 days of rations,- and a waterskin.- The pack also has 50 feet of hempen rope strapped to the side of it. -ball bearings - flask of oil (5) - grapling hook - spyglass - soap
Features & Traits
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Ranger: Level 1, ID:227895
Favored EnemyBeginning 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 ExplorerYou 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.
- 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.
Ranger: Level 2, ID:227900
At 2nd level, you adopt a particular 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
ArcheryYou gain a +2 bonus to attack rolls you make with ranged weapons.
DefenseWhile you are wearing armor, you gain a +1 bonus to AC.
DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon FightingWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
SpellcastingBy 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 SlotsThe 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 2ndlevel spell slot available, you can cast animal friendship using either slot.
Spells Known of 1st Level and HigherYou 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 AbilityWisdom 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 attack modifier = your proficiency bonus + your Wisdom modifier
Ranger: Level 3, Wyvern Rider Conclave, ID:227910
At 3th level, you gain a Wyvern which gains a variety of benefits while it is linked to you.
- The wyvern has double hit points from it's normal calculation.
- The wyvern loses its Multi-attack action if it has one.
- The wyvern obeys your commands as best it can. It doesn't roll for initiative and goes directly before or after you, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your wyvern acts on its own.
- Your wyvern uses your proficiency bonus rather than its own for attacks and skills which it is proficient in.
- An wyvern also adds your proficiency bonus to its AC and to its damage rolls.
- Your wyvern gains proficiency in two skills of your choice.
- It also becomes proficient with all saving throws.
- For each level you gain after 3rd, your wyvern gains an additional hit die and increases its hit points accordingly.
- Whenever your Wyvern is not with you in combat, you gain an additional damage dice on every attack.
Ranger specific abilities:
- When using your Natural Explorer feature, you and your wyvern can both move stealthily at a normal pace.
- Your Wyvern gains the bonuses from your Favored Enemy ability
Ranger: Level 5, ID: 227934
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ranger: Level 6, ID: 227935
Greater Favored EnemyAt 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.
Ranger: Level 7, Wyvern Rider Conclave, ID: 227936
Coordinated AttackBeginning at 7th level, you and your wyvern form a more potent fighting team. When you use the Attack action on your turn, if your wyvern can see you, it can use its reaction to make a melee attack.
Beast’s DefenseAt 7th level, while your wyvern can see you, it has advantage on all saving throws.
Ranger: Level 8, ID:227946
Fleet of Foot
Beginning at 8th level, you can use the Dash
action as a bonus action on your turn.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase
two ability scores of your choice by 1. As normal,
you can’t increase an ability score above 20
using this feature.
Ranger: Level 10, ID: 227948
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 voluntarily 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.
Ranger: Level 11, Wyvern Rider Conclave, ID: 227953
Storm of Claws and Fangs
At 11th level, your wyvern regains his breath attack on a 5 or 6 roll.
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 -X penalty to the attack roll. If the attack hits, you add +X*2 to the attack’s damage.
Statblocks for your familiars, mounts etc.
Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 11 (1d6 +7) piercing damage. the target must make a DC 14 Constitution Saving throw, taking 4 (1d6) cold damage on a failed save, or half as much on a succesfull one. Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 12 (1d8 +7) Slashing damage. Poison Breath (Recharge 6). The Juvenile wyvern exhales a freezing cloud in a 15 foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 21 (3d8 + 7) cold damage on a failed save, or half as much on a succesfull one.
Statblocks for race/species of the character.
Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand against evil. Age Aasimar mature at the same rate as humans, but they can live up to 160 years. Alignment Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil. Size Aasimar have the same range of height and weight as humans. Darkvision Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Celestial Resistance You have resistance to necrotic damage and radiant damage. Healing Hands As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest. Light Bearer You know the light cantrip. Charisma is your spellcasting ability for it. Radiant Soul Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can’t use it again until you finish a long rest.
Languages. You can speak, read, and write Common and Celestial.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
The major events and journals in Mireille's history, from the beginning to today.
The list of amazing people following the adventures of Mireille.