Uran's page

208 posts. Alias of Daniel Stewart.


Male Rock Gnome Ranger 1 || HP 12/12 || AC 13 || Init +2 || Passive Perception 14

About Uran

Male Rock Gnome Ranger 1
Alignment Neutral Good
Initiative +2, Speed: 25', Proficiency +2
Inspiration 0
Exp 150
STR 12 DEX 15 CON 14 INT 10 WIS 14 CHA 10
HP 12/12
AC 12 (None 10 + DEX 2)
Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft.
Hit: 2 bludgeoning damage.
Saving Throws: Strength (+3), Dexterity (+4)
Skills: Acrobatics (+3), Perception (+4), Stealth (+4), Survival (+4)
Weapons: All Simple and Martial Weapons
Armor: Light, Medium and Heavy Armor and Shields (Chainmail)
Tools: Gaming Set - Dice
Languages: Common, Elven, Dwarven, Gnome, Undercommon

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.

Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Languages: You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

Artificer’s Lore: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Tinker: You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

Favored Enemy: Humanoids (Elf/Dwarf)
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.

Natural Explorer: Underdark
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.
• Your group can’t become lost except by magical means.
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
• If you are traveling alone, you can move stealthily at a normal pace.
• When you forage, you find twice as much food as you normally would.
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

You know the wilderness like the back of your hand. You have spent many days in nights in the wild, sometimes traveling on your own but more often leading others along rarely used tracks and paths.

Skills: Climb, Survival, Swim, and Track.

Trait - Wanderer: You have an excellent memory for maps and geography and can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

GP: 0
Gear - None