Krull - LVL 5
Krull - LVL 5
INSPIRATION
Very loyal and very careful but dumb and
STRENGTH 19 3 30 coward
-1 3 PROFICIENCY BONUS
8 PERSONALITY TRAITS
3 1 Constitution
-1 Intelligence
CURRENT HIT POINTS
weak and he is always scared
16 2 Wisdom IDEALS
-1 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS
Very strong bond with his race( his kin) and
1 6 Acrobatics (Dex)
5
his family members, with his friends and his
party members
12 2 Animal Handling (…
BONDS
-1 Arcana (Int)
-1
-1 Deception (Cha) NAME ATK DAMAGE/TYPE
2
2 Medicine (Wis)
Speed
-1 Nature (Int) Dagger +1 - … +7 1d4+6 Piercing
Languages
5 Perception (Wis)
14 Dagger +1 V… +7 1d4+4 P + 1d… Size and Age
-1 Performance (Cha)
Gnome Cunning
2 Persuasion (Cha) Dagger +1 V… +7 1d4+6 P + 1d…
CHARISMA
-1 Religion (Int) Superior Darkvision
-1 3
9
Sleight of Hand (D…
Stealth (Dex)
Cure Wounds
Backround: Rewarded
8 5 Survival (Wis) Fortune’s Favor
SKILLS 290 836 0 180 0 Feat: Lucky
CP SP EP GP PP
Favored Foe
15 PASSIVE WISDOM (PERCEPTION)
1 Glamoured Studded Leather +1 Deft Explorer
Colossus Slayer
Feat: Piercer
Extra Attack
Dagger of Returning
Total: 0 Total: 1
0 1
0 SPEAK WITH ANIMALS
Total: 0 Total: 2
0 2
0 DAGGER OF
RETURNING
Total: Total:
Total: Total:
WISDOM 13 5
0 CANTRIPS 3 0 6 0
4 0 7 0
1 4
Cure Wounds 5 0 8 0
Hunter's Mark
Zephyr Strike
9 0
2 2
Beast Sense
Lesser Restoration
FEATURES & TRAITS
Speed Favored Foe Spellcasting
Your base walking speed is 25 feet. This 1st-level feature replaces the Favored By the time you reach 2nd level, you have
Enemy feature and works with the Foe Slayer learned to use the magical essence of nature
Languages feature. You gain no benefit from the replaced to cast spells, much as a druid does.
You can read, speak, and write Common and feature and don't qualify for anything in the
Gnomish game that requires it. Spell Slots
The Ranger table shows how many spell slots
Size and Age When you hit a creature with an attack roll, you have to cast your ranger spells of 1st level
Gnomes mature at the same rate as humans, you can call on your mystical bond with nature and higher. To cast one of these spells, you
and most are expected to settle into adult life to mark the target as your favored enemy for 1 must expend a slot of the spell's level or
around the age of 40. They can live to 350 minute or until you lose your concentration (as higher. You regain all expended spell slots
years on average, but it's not too uncommon if you were concentrating on a spell). when you finish a long rest.
for them to reach 500 years of age.
Gnomes are between 3 and 4 feet tall and The first time on each of your turns that you hit For example, if you know the 1st-level spell
weigh around 40 pounds. Your size is Small. the favored enemy and deal damage to it, Animal Friendship and have a 1st-level and a
including when you mark it, you increase that 2nd-level spell slot available, you can cast
Gnome Cunning damage by 1d4. Animal Friendship using either slot.
You have advantage on all Intelligence,
Wisdom, and Charisma saving throws against You can use this feature to mark a favored Spells Known of 1st Level and Higher
magic. enemy a number of times equal to your You know two 1st-level spells of your choice
proficiency bonus, and you regain all from the ranger spell list.
Superior Darkvision expended uses when you finish a long rest.
Your darkvision has a radius of 120 feet. The Spells Known column of the Ranger table
This feature's extra damage increases when shows when you learn more ranger spells of
Stone Camouflage you reach certain levels in this class: to 1d6 at your choice. Each of these spells must be of a
You have advantage on Dexterity (stealth) 6th level and to 1d8 at 14th level. level for which you have spell slots. For
checks to hide in rocky terrain. instance, when you reach 5th level in this
Deft Explorer class, you can learn one new spell of 1st or
Backround: Rewarded This 1st-level feature replaces the Natural 2nd level.
Skill Proficiencies: Insight, Persuasion Explorer feature. You gain no benefit from the
Languages: Undercommon replaced feature and don't qualify for anything Additionally, when you gain a level in this
Tool Proficiencies: Dices in the game that requires it. class, you can choose one of the ranger spells
you know and replace it with another spell
Fortune’s Favor You are an unsurpassed explorer and survivor, from the ranger spell list, which also must be
Your unexpected good fortune is reflected by a both in the wilderness and in dealing with of a level for which you have spell slots.
minor boon. You gain the Lucky feat others on your travels. You gain the Canny
benefit below, and you gain an additional Spellcasting Ability
Feat: Lucky benefit when you reach 6th level and 10th Wisdom is your spellcasting ability for your
You have inexplicable luck that seems to kick level in this class. ranger spells, since your magic draws on your
in at just the right moment. attunement to nature. You use your Wisdom
Canny (1st Level) whenever a spell refers to your spellcasting
You have 3 luck points. Whenever you make Choose one of your skill proficiencies. Your ability. In addition, you use your Wisdom
an attack roll, an ability check, or a saving proficiency bonus is doubled for any ability modifier when setting the saving throw DC for
throw, you can spend one luck point to roll an check you make using the chosen skill= a ranger spell you cast and when making an
additional d20. You can choose to spend one Stealth attack roll with one.
of your luck points after you roll the die, but
before the outcome is determined. You choose You can also speak, read, and write 2 Spell save DC = 8 + your proficiency bonus +
which of the d20s is used for the attack roll, additional languages of your choice.= your Wisdom modifier
ability check, or saving throw. -Dwarvish
-Primordial - Terran Spell attack modifier = your proficiency bonus
You can also spend one luck point when an + your Wisdom modifier
attack roll is made against you. Roll a d20 and Fighting Style
then choose whether the attack uses the At 2nd level, you adopt a particular style of Spellcasting Focus
attacker's roll or yours. fighting as your specialty. Choose one of the At 2nd level, you can use a druidic focus as a
following options. spellcasting focus for your ranger spells. A
If more than one creature spends a luck point You can’t take a Fighting Style option more druidic focus might be a sprig of mistletoe or
to influence the outcome of a roll, the points than once, even if you later get to choose holly, a wand or rod made of yew or another
cancel each other out; no additional dice are again. special wood, a staff drawn whole from a living
rolled. tree, or an object incorporating feathers, fur,
Fighting Style: Thrown Weapon Fighting bones, and teeth from sacred animals.
You regain your expended luck points when You can draw a weapon that has the thrown
you finish a long rest. 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.
Primeval Awareness
Colossus Slayer Dagger of Returning
This 3rd-level feature replaces the Primeval
Your tenacity can wear down the most potent Dagger:
Awareness feature. You gain no benefit from
the replaced feature and don't qualify for foes. When you hit a creature with a weapon Damage : 1d4 Piercing
attack, the creature takes an extra 1d8 Require attunement.
anything in the game that requires it.
damage if it’s below its hit point maximum. You 2 Charges
You can focus your awareness through the can deal this extra damage only once per turn. If goes 0 charges: roll d20 = 1,2 it destroys
interconnections of nature: you learn additional itself 1,2
Feat: Squat Nimbleness It recharge: 1 charge/day
spells when you reach certain levels in this
class if you don't already know them, as Prerequisite: Dwarf or a Small race Improved range = 30/120
shown in the Primal Awareness Spells table. 1 Charge: As Bonus Action, it appears back in
You are uncommonly nimble for your race. You your hand if is still in the same plane of
These spells don't count against the number of
ranger spells you know. gain the following benefits: existence
At 3rd level, you choose to emulate the ideals the extra piercing damage the target takes. This is a Shield +1 covered by enchanted Fire
and training of a ranger conclave. Your choice Giant Skin, it grants Advantages to all your
grants you features at 3rd level and again at Extra Attack Saving Throws against Fire
7th, 11th, and 15th level. Beginning at 5th level, you can attack twice,
instead of once, whenever you take the Attack
Chosen: Hunter Conclave action on your turn.
SPELLS
Speak with Animals Hunter's Mark
divination 1 divination 1 Beast Sense
Casting Time: 1 action Casting Time: 1 bonus action divination 2 (ritual)
Range: Self Range: 90 feet Casting Time: 1 action
Target: Self Target: A creature that you can see within Range: Touch
Components: V S range Target: a willing beast
Duration: 10 minutes Components: V Components: S
Description: Duration: ConcentrationUp to 1 hour Duration: ConcentrationConcentration, up to
You gain the ability to comprehend and Description: 1 hour
verbally communicate with beasts for the You choose a creature you can see within Description:
duration. The knowledge and awareness of range and mystically mark it as your quarry. You touch a willing beast. For the duration of
many beasts is limited by their intelligence, but Until the spell ends, you deal an extra 1d6 the spell, you can use your action to see
at minimum, beasts can give you information damage to the target whenever you hit it with a through the beast’s eyes and hear what it
about nearby locations and monsters, weapon attack, and you have advantage on hears, and continue to do so until you use your
including whatever they can perceive or have any Wisdom (Perception) or Wisdom action to return to your normal senses.
perceived within the past day. You might be (Survival) check you make to find it. If the
Lesser Restoration
able to persuade a beast to perform a small target drops to 0 hit points before this spell
abjuration 2
favor for you, at the GM’s discretion. ends, you can use a bonus action on a
Casting Time: 1 action
subsequent turn of yours to mark a new
Cure Wounds Range: Touch
creature.
evocation 1 Target: Touched creature
At Higher Levels: When you cast this spell
Casting Time: 1 action Components: V S
using a spell slot of 3rd or 4th level, you can
Range: Touch Duration: Instantaneous
maintain your Concentration on the spell for up
Target: A creature you touch Description:
to 8 hours. When you use a spell slot of 5th
Components: V S You touch a creature and can end either one
level or higher, you can maintain your
Duration: Instantaneous disease or one condition afflicting it. The
concentration on the spell for up to 24 hours.
Description: condition can be blinded, deafened, paralyzed,
A creature you touch regains a number of hit Zephyr Strike or poisoned.
points equal to 1d8 + your spellcasting ability transmutation 1
modifier. This spell has no effect on undead or Casting Time: 1 bonus action
constructs. Range: Self
At Higher Levels: When you cast this spell Target: Self
using a spell slot of 2nd level or higher, the Components: V
Healing increases by 1d8 for each slot level Duration: ConcentrationConcentration, up to
above 1st. 1 minute
Description:
You move like the wind. For the duration, your
movement doesn’t provoke opportunity
attacks.