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Level 4 Dwarf Ranger (Thug) : Attacks
Level 4 Dwarf Ranger (Thug) : Attacks
AC 16 Speed 25 ft. Hit Points 34 Hit Dice 3d10 Strength 17 (+3) Dexterity 12 (+1)* Constitution 17 (+3) Intelligence 8 (1) Wisdom 14 (+2) Charisma 8 (1) * Due to your armor, you have disadvantage on any check you make to hide or move silently. reaction to halve the damage against you. Slayer of the Colossus: If you damage a creature with an attack but do not reduce it to 0 hit points or fewer, you deal 1d6 extra damage to that creature the next time you deal damage to it before the end of your next turn. Lunge: As an action, you can make a single melee attack, and increase your reach for that attack by 5 feet. Spellcasting: You can prepare up to four spells per day. You have three 1stlevel spell slots that you can use to cast 1stlevel spells youve prepared. Spell Preparation: You must prepare your spells before casting them. After a long rest, you regain all your spell slots. You can choose any spell from the rangers spell list, provided you can cast ranger spells of that level. Preparing your spells requires time spent in meditation: at least one minute per spell level for each spell you prepare. You can choose to prepare spells from the following 1stlevel ranger spell list.
Level 1 Spells Animal Friendship Create or Destroy Water Cure Wounds Fog Cloud Goodberry Longstrider
Attacks
Greataxe +6; 1d12 + 4 slashing damage Light Hammer +6; 1d6 + 4 bludgeoning damage (20 ft/60 ft)
Skills
Skills: Break an object, gather rumors, intimidate, and spot. Giant Lore: You have advantage on Intelligence checks to recall lore about giants. Stonecunning: While you are underground, you have advantage on all Wisdom checks to listen and spot, and you roughly know your depth beneath the surface. You also know the approximate age and origin of worked stone you inspect.
Armor and Weapon Proficiencies: Light and medium armor, shields, and all simple and martial weapons Favored Enemy: Giants rarely march forth from their mountainous domains to ravage the lowlands, but when they do, you are ready to meet them. You are skilled in battling larger foes and turning aside even the deadliest attacks. You gain the following features. Small Target: When you are hit by a melee attack from a creature that is Large or larger, you can use your
Saving Throw DCs: When a ranger spell that you cast calls for a saving throw, the save DC equals 10 + your spellcasting bonus based on your level + your Wisdom modifier (13). Track: You can spend 1 minute looking for signs of other creatures passage. You detect if any creatures have passed through the immediate vicinity (100 feet around you) within the last 24 hours. You learn the number of creatures, their sizes, and the speed and direction they were traveling. Under certain circumstances, a Wisdom check is required to detect the signs of passage: if more than a day has passed since the creatures passed if the creatures intentionally obscured their trail if weather has obscured their trail, such as after hard rain, heavy snow, or windblown sand if the terrain makes discerning a trail difficult, such over a river or a solid rock shelf if the area has been heavily traveled by many creatures, such as along a road or inside a city Weapon Mastery: When you attack with a weapon and roll its damage dice, roll an extra die of the same type, drop the lowest roll, and then add up the damage. Wary: You have advantage on Wisdom checks to avoid being surprised.
Background: Thug
Trait Bad Reputation: No matter where you go, people are afraid of you due to your connections to the dangerous criminal underworld or your history of violence. When you are in a place of civilization, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
Cure Wounds
You channel positive energy into an injured creature to mend its wounds. Casting Time: 1 action Range: Touch Duration: Instantaneous Effect: You touch a living creature, and that creature regains 2d8 + 2 hit points.
Equipment
Scale mail, greataxe, 6 light hammers, adventurers kit, lucky charm, medal of valor, rank insignia, travelers clothes, bone dice, and 52 gp
Fog Cloud
Available Spells
Animal Friendship
1st level enchantment
Your magic grants you the ability to befriend beasts and other natural animals. In your presence, they become calm and docile, and may even do your bidding. Casting Time: 1 action Range: 25 feet Duration: 24 hours Effect: Choose a beast within range that can see and hear you. If the beasts Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you until the spell ends. If you or one of your companions harms the target, the spells ends early. Material Components: A morsel of food the animal likes.
You call forth the power of air and wind to draw a thick mist from the Elemental Plane of Air. You can baffle foes in the shrouds of this mist and make your escape or lure your enemies into a trap. Casting Time: 1 action Range: 100 feet Duration: Concentration, up to 1 hour Effect: You create a 20--foot--radius cloud of fog centered on a point within range. The clouds area is heavily obscured. It lasts for the duration or until a wind with a speed of 11 miles per hour or more disperses it.
Goodberry
You draw life giving magic into a handful of berries. Casting Time: 1 action Range: Touch Duration: 24 hours Effect: Up to ten berries in your hand become magical for the duration. A creature can use its action to eat one berry or feed it to someone else. Eating a berry restores 1 hit point, and the berry provides the same nourishment as a meal.
Water condenses out of the air at a point you choose, falling like rain. Or water evaporates at your command. Casting Time: 1 action Range: 25 feet Duration: Instantaneous Effect: You either create or destroy water. Create Water: You create up to 2 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 25foot cube within range, extinguishing exposed flames in the area. The spell produces enough drinkable water to sustain one Small or Medium creature for 24 hours. Destroy Water: You destroy up to 2 gallons of water in an open container within range. Alternatively, you destroy fog in a 25foot cube within range. Material Components: A drop of water if creating water or a few grains of sand if destroying it.
Longstrider
1st level transmutation
Your spell bestows the gift of swiftness to one creature. Casting Time: 1 action Range: Touch Duration: 1 hour Effect: Touch a creature that is not affected by this spell. Until the spell ends, that creatures speed increases by 10 feet.