Drake Warden - Elf
Drake Warden - Elf
Ranger Noble NG
Con: 15 Drakewarden Half elf God
Weigh Age ft
Dex: 15 t
Prof + AC CC
Int: 12 Mod
HP INIT SPEED ft
Wis: 13
L-bow S-Sword Dagger Cp
1d8 + 2 1d6 + 2 1d4 + 2 Sp
Cha: 12 gp
Hit M 4+2 6
pp
Hit R 2+1 3
Class Features
Proficiencies
1. +2 Favored Enemy, Natural Explorer, Deft Explorer Skill: Arcana, Athletics, History, Persuasion, Insight, Stealth &
(Optional), Favored Foe (Optional) Survival
2. +2 Fighting Style, Spellcasting, Spellcasting Focus Tool:
(Optional)
Languages: Common, Elven, +1
3. +2 Primeval Awareness, Ranger Conclave, Primal
Awareness (Optional) Saving Throws: Strength, Dexterity
4. +2 ASI - Observant Feature: Position of Privilege
5. +3 Extra Attack (x1) Thanks to your noble birth, people are inclined to think the best
6. +3 Favored Enemy Improvement, Natural Explorer of you. You are welcome in high society, and people assume
Improvement, Deft Explorer Improvement (Optional) you have the right to be wherever you are. The common folk
7. +3 Ranger Conclave feature
make every effort to accommodate you and avoid your
8. +3 ASI - +1 Dex +1 Con, Land's Stride, Martial
Versatility (Optional)
displeasure, and other people of high birth treat you as a
9. +4 ----- member of the same social sphere. You can secure an audience
10. +4 Natural Explorer Improvement, Hide in Plain Sight, with a local noble if you need to.
Deft Explorer Feature (Optional), Nature's Veil
Gear
(Optional)
11. +4 Ranger Conclave feature
12. +4 Sharpshooter
(b) leather armor
13. +5 -----
14. +5 Favored Enemy Improvement, Vanish (b) two simple melee weapons
15. +5 Ranger Conclave feature
16. +5 ASI +2 Dex (b) an explorer's pack
17. +6 -----
18. +6 Feral Senses A longbow and a quiver of 20 arrows
19. +6 ASI +2 Dex
20. +6 Foe Slayer
Feats
Personality Trait
Ideal
Bond
Flaw
Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25gp
Ability Score Increase
Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
Age
Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer
than humans, however, often exceeding 180 years.
Alignment
Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative
expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others'
demands, and sometimes prove unreliable, or at least unpredictable.
Size
HaIf-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
Speed
Darkvision
Thanks to your elf blood, you have superior vision in dark and dim conditions. 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.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Skill Versatility
Languages
You can speak, read, and write Common, Elvish, and one extra language of your choice
Class Features
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
Proficiencies
Tools: None
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception,
Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to
a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey,
fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of
humanoid (such as gnolls and orcs) as favored enemies.
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.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level.
As you gain levels, your choices should reflect the types of monsters you have encountered on your
adventures.
This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You
gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the
target as your favored enemy for 1 minute or until you lose your concentration (as if you were
concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including
when you mark it, you increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus,
and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level
and to 1d8 at 14th level.
Natural Explorer
Also at 1st level, you are particularly familiar with one type of natural environment and are adept at
traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert,
forest, grassland, mountain, swamp, or the Underdark. 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:
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.
You choose additional favored terrain types at 6th and 10th level.
This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced
feature and don't qualify for anything in the game that requires it.
You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on
your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach
6th level and 10th level in this class.
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you
make using the chosen skill.
You can also speak, read, and write 2 additional languages of your choice.
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to
your walking speed.
As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom
modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your
proficiency bonus, and you regain all expended uses when you finish a long rest.
In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
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.
Blind Fighting. You have blind sight with a range of 10 feet. Within that range, you can effectively see
anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an
invisible creature within that range, unless the creature successfully hides from you.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Druidic Warrior. You learn two cantrips of your choice from the Druid spell list. They count as ranger
spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this
class, you can replace one of these cantrips with another cantrip from the Druid spell list.
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.
Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack
you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the
damage roll.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to
the damage of the second attack.
Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile
creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and
three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on
ranged attacks.
Interception (UA). When a creature you can see hits a target that is within 5 feet of you with an attack,
you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to
a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this
reaction.
Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming
speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of
your next turn. While in your defensive stance, you can make opportunity attacks without using your
reaction, and you can use your reaction to make a melee attack against a creature that moves more
than 5 feet while within your reach.
Unarmed Fighting (UA). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your
Strength modifier. If you strike with two free hands, the d6 becomes a d8.
When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled
creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it
with a melee attack.
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.
Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger 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.
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.
At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus
might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff
drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred
animals.
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.
This 3rd-level feature replaces the Primeval Awareness feature. You gain no benefit from the replaced
feature and don't qualify for anything in the game that requires it.
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, as shown in the Primal
Awareness Spells table. These spells don't count against the number of ranger spells you know.
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.
Ranger Conclave
At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants
you features at 3rd level and again at 7th, 11th, and 15th level.
Conclave Source
Unearthed Arcana
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.
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can
replace a fighting style you know with another fighting style available to rangers. This replacement
represents a shift of focus in your martial practice.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on
your turn.
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 as those created by the Entangle spell.
Hide in Plain Sight
Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have
access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create
your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid
surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to
Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you
move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
This 10th-level feature replaces the Hide in Plain Sight feature. You gain no benefit from the replaced
feature and don't qualify for anything in the game that requires it.
You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can
magically become invisible, along with any equipment you are wearing or carrying, until the start of
your next turn.
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.
Vanish
Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be
tracked by nonmagical means, unless you choose to leave a trail.
Feral Senses
At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you
attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack
rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the
creature isn't hidden from you and you aren't blinded or deafened.
Foe Slayer
At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you
can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one
of your favored enemies. You can choose to use this feature before or after the roll, but before any
effects of the roll are applied.
Drakewarden
Draconic Gift
At 3rd level, the bond you share with your drake creates a connection to dragonkind, granting you
understanding and empowering your presence.
Thaumaturgy. You learn the Thaumaturgy cantrip, which is a ranger spell for you.
Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your
choice.
Drake Companion
At 3rd level, as an action, you can magically summon the drake that is bound to you. It appears in an
unoccupied space of your choice within 30 feet of you.
The drake is friendly to you and your companions, and it obeys your commands. See its game
statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB)
in several places. Whenever you summon the drake, choose a damage type listed in its Draconic
Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale
texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.
In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can
move and use its reaction on its own, but the only action it takes on its turn is the Dodge action,
unless you take a bonus action on your turn to command it to take another action. That action can be
one in its stat block or some other action. If you are incapacitated, the drake can take any action of its
choice, not just Dodge.
The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake
again, or until you die. Anything the drake was wearing or carrying is left behind when the drake
vanishes.
Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a
spell slot of 1st level or higher to summon it.
Drake Companion
Small dragon
Hit Points: 5 + five times your ranger level (the drake has a number of hit dice [d10s] equal to your
ranger level)
Speed: 40 ft.
Languages: Draconic
Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or
poison. The chosen type determines the drake’s damage immunity and the damage of its Infused
Strikes trait.
Actions
Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing
damage.
Reactions
Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a
weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6
damage of the type determined by its Draconic Essence.
At 7th level the bond you share with your drake intensifies, protecting you and stoking the drake’s
fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its
walking speed.
In addition, while your drake is summoned, you and the drake gain the following benefits:
Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can use the drake
as a mount if your size is Medium or smaller. While you are riding your drake, it can’t use the flying
speed of this feature.
Magic Fang. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for the drake’s
Draconic Essence.
Resistance. You gain resistance to the damage type chosen for the drake’s Draconic Essence.
Drake’s Breath
At 11th level, as an action, you can exhale a 30-foot cone of damaging breath or cause your drake to
exhale it. Choose acid, cold, fire, lightning, or poison damage (your choice doesn’t have to match your
drake’s Draconic Essence). Each creature in the cone must make a Dexterity saving throw against
your spell save DC, taking 8d6 damage on a failed save, or half as much damage on a successful
one.
This damage increases to 10d6 when you reach 15th level in this class.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell
slot of 3rd level or higher to use it again.
Perfected Bond
At 15th level, your bond to your drake reaches the pinnacle of its power. While your drake is
summoned, you and the drake gain the following benefits:
Empowered Bite. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for its
Draconic Essence (for a total of 2d6 extra damage).
Large Drake. The drake grows to Large size. When you ride your drake, it is no longer prohibited from
using the flying speed of Bond of Fang and Scale.
Reflexive Resistance. When either you or the drake takes damage while you’re within 30 feet of each
other, you can use your reaction to give yourself or the drake resistance to that instance of damage.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.