GundamLeonidias 67061801
GundamLeonidias 67061801
• +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
Longbow, +2 +10 1d8+6 Piercing Martial, Ammunition, Heavy, Range, Two-Handed, Range (150/600), 1d8 radiant damage x 2 to undead
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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
Leather 1 10 lb.
WEIGHT CARRIED
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 Action
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
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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
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
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
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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