maneuvers:
bait and switch
rally
distracting strike
-
SKILLS:
Acrobatics (dex) +4
Animal Handling (wis) +2
Arcana (int) +0
*Athletics (str) +4
Deception (cha) +1
History (int) +0
Insight (wis) +2
Intimidation (cha) +1
*Investigation (int) +3/+6 in the underdark
Medicine (wis) +2
*Nature (int) +3/+6 in the underdarkadv.: recall info about Plant type creatures
Perception (wis) +2
Performance (cha) +1
Persuasion (cha) +1
Religion (int) +0
Sleight of Hand (dex) +4
*Stealth (dex) +7
*Survival (wis) +5/+8 in the underdarkadv.: tracking Plant type creatures
RACE:
Stout Halfling
Luckyreroll a 1 for an attack roll, ability check, or saving throw Braveadvantage on saving throws vs being freightened Halfling Nimblenesscan pass through a space as long as it is occupied by a larger creature Stout Resilienceadvantage on saves vs poison; resistance against poison damage
CLASS & ARCHETYPE:
Ranger
Proficiencieslight armour, medium armour, shields/simple weapons, martial weapons/strength saves, dexterity saves/athletics, stealth, survival Favoured Enemy (Plants & Abberations)advantage on wisdom (survival) checks to track, as well as intelligence checks to recall information; bonus language - sylvan Natural Explorer (underdark & forest)x2 proficiency bonus on intelligence or wisdom checks while in the underdark. After traveling for an hour in the underdark:
- difficult terrain doesn't slow your group's travel
- your group can't become lost except by magical means
- you remain alert to danger even engaged in another activity (i.e. foraging, navigating, or tracking)
- you can move stealthily at a normal pace while alone
- you find twice as much food while foraging
- while tracking other creatures you learn their exact number, sizes, and how long ago they've passed Fighting Style (archery)+2 on attack rolls with ranged weapons Combat Superiority4d8 superiority dice; DC 15 (8 +3proficiency bonus +4dex modifier); three maneuvers (bait and switch, rally, distracting strike) Primeval Awarenessaction, 1/short rest; for 1 minute you can detect the following creature types within 1 mile (6miles in a favoured terrain): aberations, celestials, dragons, elementals, fey, fiends, and undead; does not reveal location and number Poulticesspend one hour gathering herbs and preparing poultices using treated bandages to create two (wis mod.) poultices; carry up to two (wis mod.) poultices at a time, spoils after 24hrs; spend one minute applying a poultice to relieve 1d6/2 lvls (rounding up) HP damage
Monster Slayer
Hunter’s Senseaction 2/d; choose one creature within 60’ and learn if it has any damage immunities, resistances, or vulnerabilities Slayer’s Preybonus action; designate one creature you can see within 60’, the first hit with a weapon attack each turn does +1d6 damage
Maneuvers
Bait and SwitchWhile within 5 feet of a creature on your turn, expend and roll one superiority die; use 5' of movement (does not provoke an opportunity attack) to switch places with that creature (they must be willing and not incapacitated); add the die result to your AC and the AC of the creature until the start of your next turn. Rallybonus action on your turn; grant an ally that can see or hear you 1d8+1 (cha mod.) temporary hit points Distracting Strikeadd one superiority die to the damage roll to give your allies an opening; the next attack roll on the target before the start of the next turn has advantage
BACKGROUND:
Collector
Proficienciesinvestigation, nature/cartographers tools Bonus Languagegnomish Collection Focusfungi Personality TraitI am proud of my collection and will show it to anyone who expresses an interest IdealI must keep these things safe so that others may enjoy them, too BondI lost my original collection when I was captured FlawI will degrade myself to acquire the parts of my collection if that's what it takes
EQUIPMENT:
CP: 0 . SP: 0 . GP: 0 . PP: 0
Tattered clothing
Studded leather armour
Short sword
Short bow
Spear of Warning - broken
Diaspora Pilius book and plant storage
DIASPORA PILIUS:
::This is a diaspora pilius. It is how our people carry our homes with us. I believe if you remove the gills and dry them, they will serve you as pages in a book. If you remove the gill, the pocket will become dry, and what you place inside will not rot. If you leave the gill in, the pocket will remain damp, and will keep mycelium and small samples alive. If you run your finger around the edge, it will close up and keep the young inside safe. May it serve you well, and remind you of us::
They ran a finger around the edge, demonstrating how to open and close the cap. Finally, Basidia used their finger to draw an arrow shape on the cap. It left a faintly glowing pale arrow on the surface of the mushroom cap. ::This is of my flesh, and will always point towards me. If it is ever safe to do so, you can use to it find us, to visit us again. You will always be welcome::