HP: 25 / 25, Temp HP: 0
Hit Dice 3 / 3 (D10)
Stats | |||
---|---|---|---|
Proficiency | 2 | Armor Class | 15 |
Initiative | 4 | Speed | N/A |
Coins | |||
---|---|---|---|
Platinum (PP) | 0 | Gold (GP) | 0 |
Electrum (EP) | 0 | Silver (SP) | 0 |
Copper (CP) | 0 |
Profile | |||
---|---|---|---|
Alignment | Chaotic good | Deity | N/A |
Gender | Female | Age | 53 |
Experience | N/A | Height | 5`7 |
Weight | 111 | Hair Color | Silver |
Eye Color | Blue | Skin Color | Ash |
11 + 0
Athletics | +0 |
18 + 4
Acrobatics | +4 | |
Sleight of Hand | +4 | |
Stealth | +4 |
13 + 1
11 + 0
Arcana | +0 | |
History | +0 | |
Investigation | +0 | |
Nature | +0 | |
Religion | +0 |
15 + 2
Animal Handling | +2 | |
Insight | +2 | |
Medicine | +2 | |
Perception | +2 | |
Survival | +2 |
14 + 2
Deception | +2 | |
Intimidation | +2 | |
Performance | +2 | |
Persuasion | +2 |
Proficiency | Type | Description |
---|---|---|
Crossbows, hand | Weapon | Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows. |
Light Armor | Armor | Rangers have proficiency in light armor |
Martial Melee Weapons | Weapon | Rangers get proficiency in martial weapons |
Martial Ranged Weapons | Weapon | Rangers get proficiency in martial weapons |
Medium Armor | Armor | Ranger have proficiency in medium armor |
Rapiers | Weapon | Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows. |
Shortswords | Weapon | Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows. |
Simple Melee Weapons | Weapon | Rangers get proficiency in simple weapons |
Simple Ranged Weapons | Weapon | Rangers get proficiency in simple weapons |
Stats | |||
---|---|---|---|
Proficiency | 2 | Armor Class | 15 |
Initiative | 4 | Speed | N/A |
Coins | |||
---|---|---|---|
Platinum (PP) | 0 | Gold (GP) | 0 |
Electrum (EP) | 0 | Silver (SP) | 0 |
Copper (CP) | 0 |
Profile | |||
---|---|---|---|
Alignment | Chaotic good | Deity | N/A |
Gender | Female | Age | 53 |
Experience | N/A | Height | 5`7 |
Weight | 111 | Hair Color | Silver |
Eye Color | Blue | Skin Color | Ash |
Loyal, vengeful, quiet, a bit of a party goer, friendlier to animals over most people. She's a bit of a romantic about the idea of having a pack and celebrating their victories. But otherwise at times struggles to open up or relate to civilians.
Faeryl doesn't so much wish to be rich but to be a legendary hunter. Stories her grandmother told of stalking the underarm inspired the young drow. Her goal being to find a pack, not just a partner here or there but a group to unite with. A group to become legends across planes, with her the unseen bringer of death.
The guild that issues her bounties. The Dyrr family Gabby "the Tabby" a tabaxi lover she had when she started bounty hunting. Gabby has recently taken to guard work instead.
There are many ways to fight, but those who are not are an embarrassment. Struggles with laws, the wilds have no such things why should they? Nobles and some priests, who feel to her the epitome of growing fat on lorals.
Spell Stats | |||
---|---|---|---|
Casting Ability | N/A | Spell Attack Bonus | N/A |
Spell Save DC | N/A | Spells known | N/A |
Cantrips Known | N/A | Invocations Known | N/A |
Max Prepared | N/A |
Proficiency | Type | Description |
---|---|---|
Crossbows, hand | Weapon | Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows. |
Light Armor | Armor | Rangers have proficiency in light armor |
Martial Melee Weapons | Weapon | Rangers get proficiency in martial weapons |
Martial Ranged Weapons | Weapon | Rangers get proficiency in martial weapons |
Medium Armor | Armor | Ranger have proficiency in medium armor |
Rapiers | Weapon | Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows. |
Shortswords | Weapon | Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows. |
Simple Melee Weapons | Weapon | Rangers get proficiency in simple weapons |
Simple Ranged Weapons | Weapon | Rangers get proficiency in simple weapons |
Tracked? | Yes |
Uses | 0/0 |
Resets On | Long Rest |
You gain a +2 bonus to attack rolls you make with ranged weapons.
Rangers get a style at level 2
Tracked? | Yes |
Uses | 0/0 |
Resets On | Long Rest |
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.
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 damage type.
Tracked? | No |
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.
Chose humans and orcs
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.
Tracked? | Yes |
Uses | 0/0 |
Resets On | Long Rest |
-From revised ranger- You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: You ignore difficult terrain.You have advantage on initiative rolls.On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: 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.
Tracked? | Yes |
Uses | 0/0 |
Resets On | Long Rest |
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, 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.
Tracked? | Yes |
Uses | 0/0 |
Resets On | Long Rest |
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.
Spell Slots 2
The Ranger table shows how many spell slots you have to cast your 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. For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
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.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Tracked? | Yes |
Uses | 0/0 |
Resets On | Long Rest |
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. (Total 150)
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.
Tracked? | Yes |
Uses | 0/0 |
Resets On | Long Rest |
You know the Dancing Lights cantrip. When you reach 3rd level, you can cast the Faerie Fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Tracked? | Yes |
Uses | 0/0 |
Resets On | Long Rest |
Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.
Tracked? | Yes |
Uses | 0/0 |
Resets On | Long Rest |
You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
Tracked? | Yes |
Uses | 0/0 |
Resets On | Long Rest |
Superior Darkvision: Your darkvision has a range of 120 feet, instead of 60.
Type | Ranged | Proficiency | Martial |
Damage | 1d8 | Handedness | Two-Handed |
Damage Type | Piercing | To Hit Modifier | 0 |
Property | Ammunition and Heavy | Weight | 2.0 (lbs) |
Range | 150/600 | Quantity | 1 |
Price | 50 (GP) |
A bow that is long, and has 20 arrows
Type | Melee | Proficiency | Simple |
Damage | 1d6 | Handedness | One-Handed |
Damage Type | To Hit Modifier | 0 | |
Property | Weight | 1.0 (lbs) | |
Range | Quantity | 1 | |
Price | 0 |
A sword that is not long worn on the right side
Type | Melee | Proficiency | Simple |
Damage | 1d6 | Handedness | One-Handed |
Damage Type | To Hit Modifier | 0 | |
Property | Weight | 1.0 (lbs) | |
Range | Quantity | 1 | |
Price | 0 |
A sword that is short worn on the left
AC | 11 | Type | Light |
Stealth | Normal | Weight | 10.0 (lbs) |
Price | 10 (GP) |
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. AC: 11 + Dex modifier.
Type | Automatic |
Components | V, S, M |
Damage | |
Casting Time | 1 action |
Damage Type | |
Material Components | a bit of phosphorus or wychwood, or a glowworm |
Duration | Concentration, up to 1 minute |
Save Attr | |
Range | 120 feet |
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10- foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
Type | Savings Throw |
Components | V, S |
Damage | |
Casting Time | 1 action |
Damage Type | |
Material Components | |
Duration | Concentration, up to 1 minute |
Save Attr | Str |
Range | 90 feet |
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
Type | Automatic |
Components | V |
Damage | 1d6 |
Casting Time | 1 bonus action |
Damage Type | |
Material Components | |
Duration | Concentration, up to 1 hour |
Save Attr | |
Range | 90 feet |
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Type | Automatic |
Components | V, S |
Damage | |
Casting Time | 1 action |
Damage Type | |
Material Components | |
Duration | 1 hour |
Save Attr | |
Range | Self |
You make yourself-including your clothing, armor, weapons, and other belongings on your person- look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Type | Savings Throw |
Components | V |
Damage | |
Casting Time | 1 action |
Damage Type | |
Material Components | |
Duration | Concentration, up to 1 minute |
Save Attr | Dex |
Range | 60 feet |
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Type | Automatic |
Components | V, S |
Damage | |
Casting Time | 1 action |
Damage Type | |
Material Components | |
Duration | 10 minutes |
Save Attr | |
Range | Self |
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.
Weight | 5.0 |
Quantity | 1 |
Price | (GP) |
Weight | 7.0 |
Quantity | 1 |
Price | (GP) |
Weight | 1.0 |
Quantity | 1 |
Price | (SP) |
This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
Weight | 1.0 |
Quantity | 1 |
Price | (GP) |
A quiver can hold up to 20 arrows. Which it has
Weight | 2.0 |
Quantity | 10 |
Price | (SP) |
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Weight | 10.0 |
Quantity | 1 |
Price | (GP) |
Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
Weight | 1.0 |
Quantity | 1 |
Price | (SP) |
This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch-or anything else with abundant, exposed fuel-takes an action. Lighting any other fire takes 1 minute.
Weight | 1.0 |
Quantity | 10 |
Price | (CP) |
A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
Weight | 5.0 |
Quantity | 1 |
Price | (SP) |
(full)