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GundamLeonidias 67061801

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0% found this document useful (0 votes)
18 views5 pages

GundamLeonidias 67061801

Uploaded by

Morgan Bellant
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Ranger 11 GundamLeonidias

CLASS & LEVEL PLAYER NAME


Bee
Lizardfolk Criminal / Spy (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

• +5 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +9 Dexterity
+4 Constitution +4 19 103 --
+0 +2 Intelligence
CLASS
+2 Wisdom INITIATIVE HIT POINTS
11
+0 Charisma
Total 11d10 SUCCESSES
Saving Throw Modifiers
Resistances - Cold,
DEXTERITY
+1 Bonus on saves
Lightning FAILURES

+4 Advantage Against
plants that are magically
DEFENSES HIT DICE DEATH SAVES

created or manipulated
18 SAVING THROWS INSPIRATION
=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +4 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+4
+3 P +5

+1
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


17 P +4 Athletics STR Cartographer's Tools, Dice Set, Smith's
ABILITY SAVE DC Tools, Thieves' Tools
P +3 Deception CHA
+1 History INT === LANGUAGES ===
INTELLIGENCE
+1 Insight WIS Common, Draconic, Elvish, Undercommon
30 ft. (Walking), 30 ft. (Swimming)
+1 -1 Intimidation CHA
+1 Investigation INT
13 +1 Medicine WIS SPEED

+1 Nature INT PROFICIENCIES & LANGUAGES

WISDOM P +5 Perception WIS


-1 Performance CHA === ACTIONS ===
+1 P +3 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
=== SPECIAL ===
Gathered Swarm
Help, Hide, Ready, Search, Use an Object, Once on each of your turns, you can cause the
+1 Religion INT
13 Opportunity Attack, Grapple, Shove, Improvise, swarm to assist you in one of the following ways,
+4 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object immediately after you hit a creature with an attack:
- The attack’s target takes 1d8 piercing damage from
P +8 Stealth DEX === BONUS ACTIONS === the swarm.
CHARISMA Hungry Jaws • 1 / Short Rest - The attack’s target must succeed on a STR saving
P +5 Survival WIS
Once per short rest as a bonus action, you can throw (DC:13) or be moved by the swarm up to 15 ft.
horizontally in a direction of your choice. [11th] also
-1 make a bite attack. If it hits, you gain 3 temporary HP.

Writhing Tide • 4 / Long Rest


knocks the creature prone.
- You are moved by the swarm 5 ft. horizontally in a
As a bonus action, you gain a flying speed of 10 ft. direction of your choice. [11th] also gives you half
8 and can hover. This effect lasts for 1 minute or until cover until the start of your next turn.
you are incapacitated.
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

15 PASSIVE WISDOM (PERCEPTION)


Hive’s Edge +6 1d8+2 Slashing Martial, Versatile, Acid or Cold damage bonus

Longbow, +2 +10 1d8+6 Piercing Martial, Ammunition, Heavy, Range, Two-Handed, Range (150/600), 1d8 radiant damage x 2 to undead

11 PASSIVE WISDOM (INSIGHT)

Unarmed Strike +4 1 Bludgeoning


11 PASSIVE INTELLIGENCE (INVESTIGATION)
Bite +4 1d6 Piercing

SENSES WEAPON ATTACKS & CANTRIPS

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Ranger 11 GundamLeonidias
CLASS & LEVEL PLAYER NAME
Bee
Lizardfolk Criminal / Spy (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== RANGER FEATURES === such regions. Once on each of your turns, you can cause the swarm
to assist you in one of the following ways, immediately
* Hit Points • PHB 90 | Forest • PHB after you hit a creature with an attack:
You are particularly familiar with one type of natural - The attack’s target takes 1d8 piercing damage from
* Proficiencies • PHB 90 environment and are adept at traveling and surviving in the swarm.
such regions. - The attack’s target must succeed on a STR saving
* Favored Enemy • PHB 91 throw (DC:13) or be moved by the swarm up to 15 ft.
You have advantage on Survival checks to track your | Mountain • PHB horizontally in a direction of your choice. [11th] also
favored enemies, as well as on INT checks to recall You are particularly familiar with one type of natural knocks the creature prone.
information about them. You also learn one language environment and are adept at traveling and surviving in - You are moved by the swarm 5 ft. horizontally in a
of your choice that is spoken by your favored enemies, such regions. direction of your choice. [11th] also gives you half
if they speak one at all. cover until the start of your next turn.
* Fighting Style • PHB 91
| Beasts • PHB You adopt a particular style of fighting as your | Special
Beasts are nonhumanoid creatures that are a natural specialty.
part of the fantasy ecology. Some of them have * Swarmkeeper Magic • TCoE 60
magical powers, but most are unintelligent and lack | Druidic Warrior • TCoE 57 You also learn an additional spell of 1st level or higher
any society or language. You learn two cantrips of your choice from the druid when you reach certain levels in this class, as shown
spell list. They count as ranger spells for you, and in the Swarmkeeper Spells table.
| Undead • PHB Wisdom is your spellcasting ability for them.
Undead are once-living creatures brought to a * Ability Score Improvement • PHB 92
horrifying state of undeath through the practice of * Spellcasting • PHB 91
necromantic magic or some unholy curse. You can cast known ranger spells using WIS as your * Extra Attack • PHB 92
spellcasting modifier (Spell DC 13, Spell Attack +5). You can attack twice whenever you take the Attack
* Natural Explorer • PHB 91 action on your turn.
You have a favored terrain type. Your proficiency * Ranger Archetype • PHB 92
bonus is doubled for proficient skills when you make * Writhing Tide • TCoE 60
an INT or WIS check related to it. While traveling for | Swarmkeeper As a bonus action, you gain a flying speed of 10 ft. and
an hour or more in your chosen terrain, difficult terrain can hover. This effect lasts for 1 minute or until you are
doesn’t slow your group’s travel, your group can’t * Primeval Awareness • PHB 92 incapacitated.
become lost except by magical means, you remain As an action, you can expend one ranger spell slot (1 You can use this feature a number of times equal to
alert to danger even when you are engaged in another minute per level of spell slot) to sense whether any your proficiency bonus, and you regain all expended
activity, you can move stealthily at a normal pace aberrations, celestials, dragons, elementals, fey, uses when you finish a long rest.
(while alone), you find twice as much food while fiends, or undead are present within 1 mile of you (or
foraging, and while tracking creatures, you learn the within up to 6 miles if you are in your favored terrain). | 4 / Long Rest • 1 Bonus Action
exact number, sizes, and how long ago they passed This feature doesn’t reveal the creatures’ location or
through the area. number. * Land’s Stride • PHB 92
Moving through nonmagical difficult terrain costs you
| Coast • PHB | 1 Action no extra movement and you can also pass through
You are particularly familiar with one type of natural nonmagical plants without being slowed by them and
environment and are adept at traveling and surviving in * Gathered Swarm • TCoE 60 without taking damage from them. You have

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Cloak of Protection 1 -- Crowbar 1 5 lb.

Studded Leather, +2 1 13 lb. Hammer 1 3 lb.

SP 0 Ring of Cold Resistance 1 -- Piton 10 2.5 lb.

Ring of Lightning Resistance 1 -- Rations (1 day) 10 20 lb.


EP 0 Longbow, +2 1 2 lb. Rope, Hempen (50 feet) 1 10 lb.

Hive’s Edge 1 3 lb. Tinderbox 1 1 lb.


GP 53,208 +2 Arrows 20 1 lb. Torch 10 10 lb.

Backpack 1 5 lb. Waterskin 1 5 lb.


PP 0 Rapier of Life Stealing 1 2 lb. Makes things bloom in a 6 by 6 square 1 1 lb.

Leather 1 10 lb.
WEIGHT CARRIED

1171.66 lb. Shortsword 1 2 lb.

ENCUMBERED Shortsword 1 2 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

165 lb. Longbow 1 2 lb. Cloak of Protection 1 --

PUSH/DRAG/LIFT Clothes, Common 1 3 lb. Ring of Cold Resistance 1 --

330 lb. Crowbar 1 5 lb. Ring of Lightning Resistance 1 --

EQUIPMENT

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Ranger 11 GundamLeonidias
CLASS & LEVEL PLAYER NAME
Bee
Lizardfolk Criminal / Spy (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

advantage on saving throws against plants that are You can hold your breath for up to 15 minutes at a
magically created or manipulated to impede time.
movement.
* Hunter’s Lore • VGtM
* Hide in Plain Sight • PHB 92 You gain proficiency with two of the following skills of
You can spend 1 minute creating camouflage for your choice: Animal Handling, Nature, Perception,
yourself from naturally occurring materials. Once you Stealth, and Survival.
are camouflaged, you can try to hide by pressing
yourself up against a solid surface to gain a +10 bonus * Natural Armor • VGtM
to Stealth checks as long as you remain there without When you aren’t wearing armor, your AC is 13 + your
moving or taking actions. Dexterity modifier. A shield’s benefits apply as normal.

| 1 Minute * Hungry Jaws • VGtM


Once per short rest as a bonus action, you can make a
* Mighty Swarm • TCoE 60 bite attack. If it hits, you gain 3 temporary HP.
Your Gathered Swarm grows mightier in the following
ways: | 1 / Short Rest • 1 Bonus Action
- The damage of Gathered Swarm increases to
<strong>1d8</strong>.
- If a creature fails its saving throw against being === FEATS ===
moved by Gathered Swarm, you can also cause the
swarm to knock the creature prone. * Sharpshooter • PHB 170
- When you are moved by Gathered Swarm, it gives Attacking at long range doesn't impose disadvantage
you half cover until the start of your next turn. on your ranged weapon attack rolls and your ranged
weapon attacks ignore half cover and three-quarters
cover. Before you make an attack with a ranged
=== LIZARDFOLK RACIAL TRAITS === weapon that you are proficient with, you can choose to
take a -5 penalty to the attack roll to add +10 to the
* Bite • VGtM attack's damage.
You have a bite attack for 1d6 +0 piercing damage that
can be used instead of the normal damage for an
unarmed strike.

| 1 Action

* Cunning Artisan • VGtM


As part of a short rest, you can create a shield, club,
javelin, darts, or blowgun needles from materials from
slain creatures.

* Hold Breath • VGtM

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Female 8 Medium 5'7" 190
GENDER AGE SIZE HEIGHT WEIGHT
Bee Neutral Good Food and ArtemisYellow and blackViolet
stripped scales Yellow
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Was captured by rival lizard folk tribe while


gathering berries

CHARACTER BACKSTORY ADDITIONAL NOTES

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WIS 13 +5
Ranger
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

P Mage Hand Swarmkeeper Magic (Always Prepared) -- 1A 30 ft. V,S 1 minute PHB 256 D: 1m, V/S

P Infestation Fighting Style (Always Prepared) CON 13 1A 30 ft. V,S,M Instantaneous XGtE 158 V/S/M

P Poison Spray Fighting Style (Always Prepared) CON 13 1A 10 ft. V,S Instantaneous PHB 266 V/S

=== 1st LEVEL === 4 Slots OOOO

O Zephyr Strike <C> Ranger -- 1BA Self V Concentration, up to 1 minute XGtE 171 D: 1m, V

O Hail of Thorns <C> Ranger DEX 13 1BA Self V Concentration, up to 1 minute PHB 249 D: 1m, V

P Faerie Fire <C> Swarmkeeper Magic (Always Prepared) DEX 13 1A 60 ft./20 ft. Cube V Concentration, up to 1 minute PHB 239 D: 1m, 20 ft. Cube, V

=== 2nd LEVEL === 3 Slots OOO

O Healing Spirit <C> Ranger -- 1BA 60 ft./5 ft. Cube V,S Concentration, up to 1 minute XGtE 157 D: 1m, 5 ft. Cube, V/S

O Spike Growth <C> Ranger -- 1A 150 ft./20 ft. Sphere V,S,M Concentration, up to 10 minutes PHB 277 D: 10m, 20 ft. Sphere, V/S/M

P Web <C> Swarmkeeper Magic (Always Prepared) DEX 13 1A 60 ft./20 ft. Cube V,S,M Concentration, up to 1 hour PHB 287 D: 1h, 20 ft. Cube, V/S/M

=== 3rd LEVEL === 3 Slots OOO

O Lightning Arrow <C> Ranger DEX 13 1BA Self V,S Concentration, up to 1 minute PHB 255 D: 1m, V/S

O Conjure Barrage Ranger DEX 13 1A Self/60 ft. Cone V,S,M Instantaneous PHB 225 60 ft. Cone, V/S/M

P Gaseous Form <C> Swarmkeeper Magic (Always Prepared) -- 1A Touch V,S,M Concentration, up to 1 hour PHB 244 D: 1h, V/S/M

SPELLS

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