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About Precious of Clan IroneaterBuild:
Race Mountain Dwarf Class Ranger (Fey Wanderer) 6 Background Clan Crafter Alignment Lawful Neutral Gender Male Initiative +2
== DEFENSE ==
== OFFENSE ==
Melee
==STATISTICS==
Proficiency bonus +3
== SKILLS ==
Languages Common, Dwarven, Sylvan, Undercommon == ABILITIES == Respect of the Stout Folk As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your companions) the finest accommodations and assistance. Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Dwarven Resilience You have advantage on saving throws against poison, and you have resistance against poison damage. Dwarven Combat Training You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Tool Proficiency You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools. Stonecunning Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Languages You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. Dwarven Armor Training You have proficiency with light and medium armor. Favored Enemy (Monstrosities, Plants) Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. Natural Explorer (Underdark, Mountain) You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: - Difficult terrain doesn't slow your group's travel.
You choose additional favored terrain types at 6th and 10th level. Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Druidic Warrior You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom 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. Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. Spellcasting Focus 2nd-level ranger optional feature You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals. Fey Wanderer A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury. Dreadful Strikes You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn. The extra damage increases to 1d6 when you reach 11th level in this class. Fey Wanderer Magic You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. Fey Wanderer SpellsRanger Level Spells
Feywild Gifts You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. Otherworldly Glamour (Persuasion) Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. Primal Awareness You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. Primal Awareness Spells
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest. == EQUIPMENT ==
Dungeoneer's pack (12g)
Mess kit (2sp)
Light Crossbow (25g)
Antitoxin (50g)
Load lbs Carrying Capacity 180lbs == SPELLS == Spell save DC 15
Cantrips: Shape Water, Shillelagh
Personality:
Personality Trait The spark of creation burns bright in me. I'm never happier than at a forge, or with a hammer and chisel in my hands, turning slabs of steel or stone into things of beauty or utility. Ideal Word is a man's measure. One should think carefully before giving it, but once given you are bound to it. Bond I try to win back what was taken from me through trickery and deceit. Flaw A dwarf could teach to a mule about thick-headedness. Stong will can be a boon, or an anchor dragging one back on the road to progress and growth. I became a ranger because of an accident of fate, to make the best of a bad hand dealt to me. Life event (Tragedy) My life is not my own anymore - too often it feels I am but a plaything of powers greater than myself. Appearance:
Height: 4'3" Weight: 140lbs Hair: Copper blonde, past shoulder length, navel-length thick beard Eyes: Brown Significant features: elk's antlers sprouting from head |