Rage: Resistance to bludgeoning, piercing, and slashing damage
HP: 104 [143]
HD: 9d10 + 4d12
Saving Throws
Adv on save for spells and abilities from fiends
[Shield +1; Cloak of Protection +1]
*STR +8 [+9] (advantage when raging)
*DEX +7 [+8] (Advantage vs. effects he can see) (Add Shield AC to spells/effects only targeting me) (If DEX save for 1/2, on a successful save, use Reaction to reduce damage to 0)
CON +1 [+5]
INT +0 [+1] (advantage vs. magic)
WIS +2 [+3] (advantage vs. magic)
CHA +0 [+1] (advantage vs. magic)
--------------------
Offense
--------------------
Speed: Walk 25 [Swim 40] (Ignore difficult terrain in natural environments)
(Dash as a bonus action)
Initiative: +2 (Advantage on initiative rolls in natural environments)
Prof: +5
Extra Attack (2x round; can give up one attack to allow Groog to attack)
In natural envs., on first combat round, advantage to hit creatures who have not yet acted
Melee
STR: +3
Single, one-handed weapon: +2 damage
Rage: +2 damage
Reckless Attack: First attack with advantage; all attacks against have advantage
Mounted Combat: Advantage vs. creatures smaller than the mount
Shield Master: If using Attack, use Bonus Action to Shove (contested Athletics vs. enemy no more than one size larger—to knock prone or push 5'). Note: Rage gives advantage. Add +1 Shield?
Spear +1
Attack: +9
Damage: 1d6+6 dam (+2 rage) (+4 fey and fiends)
Form of the Beast (Rage attacks)
Tusks: +10 / 1d8 + 5 (+4 fey and fiends) -- if hit, regain HP = CON
Claws: +10 / 1d6 + 5 (+4 fey and fiends) -- 2 attacks/Attack action
Tail: +10 / 1d12 + 5 (+4 fey and fiends) -- Reach
Ranged
STR: +3
DEX: +2
Scorched Earth +2
Attack: +9
Damage: 3d10 lightning (subsequent 2d10 * 3 different targets) (+4 fey and fiends)
Concentration (CON save) * 3 targets: DC8, DC 10, DC 12
Uses full Attack Action; Hunter's Mark can't be added
Spear
Attack: +7 hit
Damage: 1d6+3 (+4 fey and fiends)
Shortbow
Attack: +6 hit
Damage: 1d6+2 (+4 fey and fiends)
--------------------
Abilities
--------------------
Race & Background Traits
Darkvision 60'
Cantrip: Minor Illusion
Gnome Cunning: Advantage on INT, WIS, CHR saves versus magic
Speak with small beasts
Wanderer: Memory of maps/geography. Find food and water for self and 5 others.
Ranger Favoured Enemy: Fey
+4 damage with weapon attacks
Advantage on Survival to track
Advantage on INT to recall information
Learn a language spoken by your enemy (Fey)
Natural Explorer
(In all natural environments: arctic, coast, desert, forest, Feywilde, grassland, mountain, swamp, Underdark)
Ignore difficult terrain
Advantage on initiative rolls
First combat round, advantage to hit creatures who have not yet acted
When travelling:
- Difficult terrain doesn't slow the group
- Group cannot be lost (except by magic)
- Alert to danger even while engaged in other activities
- Move stealthily at normal pace, if alone
- Find 2x food when foraging
- When tracking, learn exact number, sizes, and how long ago they passed through the area.
Fighting Style
Duelling: +2 damage if only wielding one weapon
Primeval Awareness
Animal friendship: Innate ability to communicate with beasts, and the recognize me as a kindred spirit. Communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Sense favoured enemies: Concentrate for 1 minute to sense favoured enemies within 5 miles. Reveals which enemies are present, their numbers, and the general direction and distance from you. If multiples, you learn this for each group.
Greater Favoured Enemy: Fiends
+4 damage with weapon attacks
Advantage on Survival to track
Advantage on INT to recall information
Learn a language spoken by your enemy (Infernal)
Advantage on saving throws for spells and abilities from fiends.
Fleet of Foot
Use Dash as a bonus action.
Beast Conclave Animal Companion
Use 8 hours and 50gp of herbs/food to call a companion.
If slain, your magical bond allows it to return to life: 8 hours and 25gp of herbs/food to restore its body by magic, even if no body.
Companion's Bond
Animal loses multiattack.
In natural terrain, move stealthily at normal pace with Murray
Murray's proficiency (+5) applies to AC, attacks, damage
Proficient in 2 skills: Insight, Stealth
Proficient in all saves
Gains 1HD /Murray's level over 3; HP increases accordingly
Ability Score Improvement whenever Murray gains it
Shares Murray's alignment and ideal; Bond is always “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”
Gains the benefits of Murray's Favoured and Greater Favoured Enemies
Coordinated Attack
When Murray uses the Attack action, companion can use its reaction to melee attack
Beast's Defense
If Murray is in sight, gain advantage on all saves
Barbarian Rage 3
Bonus Action to enter rage for 1 minute
+2 damage in melee
Advantage on STR checks and saves
Resistance to bludgeoning, piercing, and slashing damage
No concentration spells
Rage ends early if 1 round without attacking or receiving damage, or with Bonus Action.
Unarmoured Defense
AC = 10 + DEX + CON + Shield
Reckless Attack
Provides advantage on first melee attack this round.
All melee attacks against have advantage next round.
Danger Sense
Advantage on DEX saves that can be seen (and Murray cannot be blind, deaf, or incapacitated)
Path of the Beast
Each time you Rage, choose one manifestation of bestial power: Tusks, Claws, or Tail
Skills
(DEX) Acrobatics +2
(WIS) *Animal handling +7
(INT) Arcana +0 (adv to recall info about fey or fiend)
(STR) Athletics +3 (advantage when raging)
(CHR) Deception +0
(INT) History +0 (adv to recall info about fey or fiend)
(WIS) Insight +2
(CHR) Intimidation +0
(INT) *Investigation +5 (adv to recall info about fey or fiend)
(WIS) Medicine +2
(INT) *Nature +5 (adv to recall info about fey or fiend)
(WIS) *Perception +7
(CHR) Performance +0
(CHR) Persuasion +0
(INT) Religion +0 (adv to recall info about fey or fiend)
(DEX) Sleight of Hand +2
(DEX) Stealth +2
(WIS) *Survival +7 (adv to track fey or fiend)
Passive Perception: 17
Proficiencies
Weapons: Simple and martial
Armour: Light and medium armour, & shields
Tools: Herbalism kit
Languages: Common, Gnomish, Beasts, Sylvan, Infernal, Primordial
Feats Mounted Combat
Advantage on melee attacks vs. creatures smaller than my mount
Force an enemy to hit me instead on the mount
Mount has Evasion for DEX saves
Shield Master
If using Attack action, use Bonus Action to shove (PHB 195)
Add shield AC to DEX saves against spells and effects that target me
If DEX save for 1/2, on a successful save, use Reaction to reduce damage to 0
--------------------
Spells
--------------------
Spellcasting Ability: WIS (+2)
Spell Save DC (8+WIS+Prof) = 15
Spell Attack Bonus (WIS+Prof) = 7
Spells known = 6
Magic Items
*Amulet of Health (CON=19)
*Cloak of Protection (+1 AC and saves)
Shield +1
Spear +1
Bag of Holding
Cap of Water Breathing (bubble of air)
Immovable Rod
Ring of Swimming (Swim speed=40)
[Stone of Good Luck (+1 checks & saves) = borrowed by Kahani]
*Scorched Earth
+2 Warhammer
Melee: Add 2d6 lightning damage
Ranged: Fires a bolt of lightning up to 60', dealing 3d10 damage.
Make up to three concentration checks (DC 8, 10, & 12) to target different enemies for an additional 2d10 damage each.
Ranged attack uses up all attacks for the round and cannot be paired with Hunter's Mark.
Consumables
Antitoxin x2
Money
175 gp in assorted coins and small gems
2500gp
Groog:
--------------------
Stats
---------------------
Groog
Male CG Wild Boar
**Square brackets include bonuses from magic items**
Prof: +5 (applies to attack and damage)
Special Attack: 20' Charge: +1d6 damage; STR DC 12 or prone (DC=10+STR)
Coordinated Attack: When Murray attacks, use Reaction to attack
Tusks
Attack: +7 (STR+Prof)
Damage: 1d6+7 (+4 fey or fiend)
--------------------
Abilities
--------------------
Combat
Special Attack: Charge: If move at least 20' in a straight line before attacking, inflicts +1d6 damage; target makes a STR DC 11 or is knocked prone
Special Defense: Relentless: If the boar takes <8 damage to reduce it to 0 hp, it goes to 1 hp instead. Recharges after short or long rest.
Favoured Enemy: Fey
+4 damage with weapon attacks
Advantage on Survival to track
Advantage on INT to recall information
Learn a language spoken by your enemy (Fey)
Greater Favoured Enemy: Fiends
+4 damage with weapon attacks
Advantage on Survival to track
Advantage on INT to recall information
Learn a language spoken by your enemy (Infernal)
Advantage on saving throws for spells and abilities from fiends.
Skills
Acrobatics (DEX) +1
Animal handling (WIS) +0
Arcana (INT) -3 (adv to recall info about fey or fiend)
Athletics (STR) +2
Deception (CHR) -2
History (INT) -3 (adv to recall info about fey or fiend)
*Insight (WIS) +5
Intimidation (CHR) -2
Investigation (INT) -3 (adv to recall info about fey or fiend)
Medicine (WIS) +0
Nature (INT) -3 (adv to recall info about fey or fiend)
Perception (WIS) +0
Performance (CHR) -2
Persuasion (CHR) -2
Religion (INT) -3 (adv to recall info about fey or fiend)
Sleight of Hand (DEX) +1
*Stealth (DEX) +6
Survival (WIS) +0 (adv to track fey or fiend)
Passive Perception = 10
--------------------
Equipment
--------------------
Saddlebags
Spear quiver
+1 Hide barding (2+1 AC)
Boots of Speed (doubles movement for 10 mins; AoO at disadv)
+1 (Acidic) Tusk swords
--------------------
Personality
--------------------
Ideal: Natural world more important that civilized
Bond: The ranger who travels with me is a beloved companion for whom I would gladly give my life.
Personality trait:
Flaw:
--------------------
Background
--------------------
At first glance, Murray appears to be an old, crusty, travel-worn, hobo; belied only by three sparkles of light: the tip of a well-used spear; the edge of a breastplate peeking through his ragged clothing; and the one in his eye. He and his constant companion, a grey boar named Groog, travel light, having few possessions beyond waterskins and spears.
But, then, Murray isn’t used to owning much, having led a quiet, simple life; though it had always seemed rich to him. His was a quiet, small, cabin of wood and earth—empty, perhaps, but not lonely. A small patch of old-growth forest served him as sanctuary, food supply, and home. Murray was a warm, kindly man, known in his region as friend to travellers, whether two- or four-legged, who often stopped in for conversation, tea, or a slice of mushroom pie.
The folk of nearby Rainier’s Valley think of Murray as the forest’s protector, a kindly old kook, an ornery bastard, or a pitiful beggar, depending on how they encounter him. Every few months, Murray would wander into town with oddities for the foodies, medicinal plants for the herbalist, lessons for the children, and veterinary advice for the farmers. In return, the townsfolk offer up what they can: food or tools that he can’t easily make himself.
Townsfolk were always welcome to visit “Murray’s Wold,” as they called it, though they were careful to ask permission before removing anything. Other than the occasional diseased tree, logging was non-existent—Murray having long ago established and instructed the local sawyers on the care and maintenance of a sustainable tree farm. In lean years, Murray tolerated hunters, but trappers learned quickly that they were never welcome. Having stumbled across a dying, trapped boar in his youth, Murray is vehemently, violently opposed to animal trapping, destroying traps when he encounters them and chasing off those who set them, usually at the head of an angry sounder of boars. Murray has made more than one enemy in town as a result.
Murray has cultivated a particularly peculiar friendship with the wild boars in his bit of forest. Perhaps he feels an affinity toward them because of his youthful encounter; perhaps simply because they are useful to him, helping him to collect truffles and other rare or unusual things from the forest to trade in town. Whatever the reason, juvenile and young-adult boars often follow him through the forest, while the adults are like old friends.
A few years back, this tranquil, mostly idyllic life was interrupted when a demon took up residence in the Wold. It was weak, as far as demons go, and was injured in some squabble with another of its ilk. Murray was eventually able to get drive it off, but not before it somehow infected the land, and his forest home began to slowly die. Not long after, traders began to bring word of evil creatures from as far afield as Goldenspire and Shard. Murray soon realized that the demon he fought was part of a larger problem, and he resolved to take matters into his own hands—to end the threat before things got worse. Packing up a few necessities, Murray abandoned his small home and left the forest to recuperate without him. Sensing his imminent departure, Groog, at the time a young-adult boar, refused to leave his side.
Travelling Rhodengeron’s grasslands was not easy at first—food was much harder to come by than in the forest, and there was no shelter. Groog was essential in those days, and Murray relied on him to snuff out food and to form a warm wind-break on cold nights. As Murray zigzags his way south, he seeks out stories about demons, searches for the source of the troubles, and helps those in need along the way.
--------------------
Notes
--------------------
Murray is vegetarian and hates cruelty toward animals - this extends to trapping.