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Faerak

Dnd character Ranger

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0% found this document useful (0 votes)
17 views2 pages

Faerak

Dnd character Ranger

Uploaded by

dukanuke
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Faerak

Elf(wood) Phlan insurgent(forest ranger)


Ranger
8 Deep stalker

3 20 Extra Attack
5
12
18 7(A) 50/40 Beginning at 5th level, you can attack
twice, instead of once, whenever you
take the Attack action on your turn.

5
84 Foe Slayer
1
12

When you hit a creature with an attack roll, you can call on your mystical bond with
1 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 can 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.

9
Deft explorer
2
20
8

Roving (6th Level)
● 8 Your walking speed increases by 5, and you gain a climbing speed and a
swimming speed equal to your walking speed.
5 d10 Canny (1st Level)
Choose one of your skill proficiencies. Your proficiency bonus is doubled for
● 8 any ability check you make that uses the chosen skill
You can also speak, read, and write two additional languages of your choice.

3
bloodspear+2 11 d12+7 fighting style
2
19 11 d4+7 Druidic Warrior
bloodspear handle+2 You learn two cantrips of your choice from the druid
spell list. They count as druid spells for you, and Wisdom
Greatbow 8 2d6+5(200/600)
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..

2
Combat superiority
2
13
parry
When another creature damages you with a melee attack, you can use your reaction and expend one
1 Superiority Dice RESOURCE RESOURCE
superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity
modifier.
1 Precision Attack

4 d8
When you make a weapon attack roll against a creature, you can expend one superiority die to add it
to the roll. You can use this maneuver before or after making the attack roll, but before any effects of
1 the attack are applied.
ambush
● 4 When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die
and add the die to the roll, provided you aren't incapacitated.
1
d8
7
RESOURCE VALUE
Dread ambusher
3
16
◆ At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal
to your Wisdom modifier.
● 6 At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until
the end of that turn. If you take the Attack action on that turn, you can make one additional weapon
attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's
3
Spell: Mold earth
damage type.
Umbral Sight
● 6 At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race,
its range increases by 30 feet.

● 6 Guidance You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any
creature that relies on darkvision to see you in that darkness.

2
Primeval Awareness
Beginning at 3rd level, you can use your action to focus your awareness on the
3
13
region around you. For the next minute, 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.
Once you use this feature, you must finish a short or long rest before you can use
it again

Poultices
At 3rd level, you can create special herbal poultices that have healing power comparable to
some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using
3
treated bandages to create a number of such poultices equal to your Wisdom modifier
(minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier
Keen Senses. You have proficiency in the Perception skill. (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any
poultices that you have not used lose their potency.
Darkvision
Fey Ancestry. You have advantage on saving throws If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby
expending its use, that creature regains 1d6 hit points for every two ranger levels you have
against being charmed, and magic can't put you to sleep. (rounded up).
Trance
Fleet of Foot. Your base walking speed increases to 35
feet.
Mask of the Wild. You can attempt to hide even when
you are only lightly obscured by foliage, heavy rain,
Iron Mind
By 7th level, you have honed your ability to resist
7
falling snow, mist, and other natural phenomena. the mind-altering powers of your prey. You gain
proficiency in Wisdom saving throws. If you already
have this proficiency, you instead gain proficiency in
Intelligence or Charisma saving throws (your choice).

Common, elven,
● ● dwarven, primordial. Lands Stride
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra
8
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 those created by the entangle
● spell.
ability boost +1 dex +1 wis thermal cube
Elven accuracy +1 dex clockwork amulet orb of gonging
Cloak of Protection
Spear Mastery

You gain a +1 bonus to attack rolls


you make with a spear.
When you use a spear, its damage
die changes from a d6 to a d8,
and from a d8 to a d10 when
wielded with two hands. (This
benefit has no effect if another
feature has already improved the
weapon's die.)
You can set your spear to receive
a charge. As a bonus action,
choose a creature you can see
that is at least 20 feet away from Blood spear + 2
you. If that creature moves within

your spear's reach on its next When you hit with a melee attack using this magic spear and
reduce the target to 0 hit points, you gain 2d6 temporary hit
turn, you can make a melee points. Can be used prof mod times.

attack against it with your spear Sentinel item


as a reaction. If the attack hits,
the target takes an extra 1d8 Perception and Initiative
piercing damage, or an extra 1d10 advantage
piercing damage if you wield the
spear with two hands. You can't
use this ability if the creature
used the Disengage action before
moving.
As a bonus action on your turn,
you can increase your reach with
a spear by 5 feet for the rest of
your turn.

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