Krull - LVL 5
Krull - LVL 5
                                  INSPIRATION
                                                                                                                     Very loyal and very careful but dumb and
 STRENGTH                                             19                    3                    30                  coward
-1 3 PROFICIENCY BONUS
8 PERSONALITY TRAITS
    3                   1    Constitution
                        -1 Intelligence
                                                                    CURRENT HIT POINTS
                                                                                                                     weak and he is always scared
16 2 Wisdom IDEALS
                        -1 Charisma
                                                                TEMPORARY HIT POINTS
CONSTITUTION                SAVING THROWS
                                                                                                                     Very strong bond with his race( his kin) and
    1                   6    Acrobatics (Dex)
                                                                5
                                                                                                                     his family members, with his friends and his
                                                                                                                     party members
    12                  2    Animal Handling (…
                                                                                                                                          BONDS
                        -1 Arcana (Int)
   -1
                        -1 Deception (Cha)         NAME                   ATK            DAMAGE/TYPE
    2
                        2    Medicine (Wis)
                                                                                                                   Speed
                        -1 Nature (Int)             Dagger +1 - …          +7            1d4+6 Piercing
                                                                                                                   Languages
                        5    Perception (Wis)
    14                                              Dagger +1 V…           +7            1d4+4 P + 1d…             Size and Age
                        -1 Performance (Cha)
                                                                                                                   Gnome Cunning
                        2    Persuasion (Cha)       Dagger +1 V…           +7            1d4+6 P + 1d…
 CHARISMA
                        -1 Religion (Int)                                                                          Superior Darkvision
-1 3
                        9
                             Sleight of Hand (D…
                             Stealth (Dex)
                                                    Cure Wounds
                                                                                                                   Backround: Rewarded
     8                  5    Survival (Wis)                                                                        Fortune’s Favor
                               SKILLS              290       836                0          180         0           Feat: Lucky
                                                      CP             SP             EP         GP          PP
                                                                                                                   Favored Foe
15             PASSIVE WISDOM (PERCEPTION)
                                                   1 Glamoured Studded Leather +1                                  Deft Explorer
Colossus Slayer
Feat: Piercer
Extra Attack
Dagger of Returning
                                                                                         Total:         0    Total:        1
                                                                                                    0                  1
                                                                                                    0        SPEAK WITH ANIMALS
                                                                                         Total:         0    Total:        2
                                                                                                    0                  2
                                                                                                    0            DAGGER OF
                                                                                                                 RETURNING
Total: Total:
                                                                                         Total:              Total:
                                          WISDOM            13                  5
0 CANTRIPS 3 0 6 0
                                4   0                      7           0
1        4
Cure Wounds                     5   0                      8           0
Hunter's Mark
Zephyr Strike
9 0
2 2
Beast Sense
Lesser Restoration
                                                  FEATURES & TRAITS
Speed                                             Favored Foe                                         Spellcasting
Your base walking speed is 25 feet.               This 1st-level feature replaces the Favored         By the time you reach 2nd level, you have
                                                  Enemy feature and works with the Foe Slayer         learned to use the magical essence of nature
Languages                                         feature. You gain no benefit from the replaced      to cast spells, much as a druid does.
You can read, speak, and write Common and         feature and don't qualify for anything in the
Gnomish                                           game that requires it.                              Spell Slots
                                                                                                      The Ranger table shows how many spell slots
Size and Age                                      When you hit a creature with an attack roll,        you have to cast your ranger spells of 1st level
Gnomes mature at the same rate as humans,         you can call on your mystical bond with nature      and higher. To cast one of these spells, you
and most are expected to settle into adult life   to mark the target as your favored enemy for 1      must expend a slot of the spell's level or
around the age of 40. They can live to 350        minute or until you lose your concentration (as     higher. You regain all expended spell slots
years on average, but it's not too uncommon       if you were concentrating on a spell).              when you finish a long rest.
for them to reach 500 years of age.
Gnomes are between 3 and 4 feet tall and          The first time on each of your turns that you hit   For example, if you know the 1st-level spell
weigh around 40 pounds. Your size is Small.       the favored enemy and deal damage to it,            Animal Friendship and have a 1st-level and a
                                                  including when you mark it, you increase that       2nd-level spell slot available, you can cast
Gnome Cunning                                     damage by 1d4.                                      Animal Friendship using either slot.
You have advantage on all Intelligence,
Wisdom, and Charisma saving throws against        You can use this feature to mark a favored          Spells Known of 1st Level and Higher
magic.                                            enemy a number of times equal to your               You know two 1st-level spells of your choice
                                                  proficiency bonus, and you regain all               from the ranger spell list.
Superior Darkvision                               expended uses when you finish a long rest.
Your darkvision has a radius of 120 feet.                                                             The Spells Known column of the Ranger table
                                                  This feature's extra damage increases when          shows when you learn more ranger spells of
Stone Camouflage                                  you reach certain levels in this class: to 1d6 at   your choice. Each of these spells must be of a
You have advantage on Dexterity (stealth)         6th level and to 1d8 at 14th level.                 level for which you have spell slots. For
checks to hide in rocky terrain.                                                                      instance, when you reach 5th level in this
                                                  Deft Explorer                                       class, you can learn one new spell of 1st or
Backround: Rewarded                               This 1st-level feature replaces the Natural         2nd level.
Skill Proficiencies: Insight, Persuasion          Explorer feature. You gain no benefit from the
Languages: Undercommon                            replaced feature and don't qualify for anything     Additionally, when you gain a level in this
Tool Proficiencies: Dices                         in the game that requires it.                       class, you can choose one of the ranger spells
                                                                                                      you know and replace it with another spell
Fortune’s Favor                                   You are an unsurpassed explorer and survivor,       from the ranger spell list, which also must be
Your unexpected good fortune is reflected by a    both in the wilderness and in dealing with          of a level for which you have spell slots.
minor boon. You gain the Lucky feat               others on your travels. You gain the Canny
                                                  benefit below, and you gain an additional           Spellcasting Ability
Feat: Lucky                                       benefit when you reach 6th level and 10th           Wisdom is your spellcasting ability for your
You have inexplicable luck that seems to kick     level in this class.                                ranger spells, since your magic draws on your
in at just the right moment.                                                                          attunement to nature. You use your Wisdom
                                                  Canny (1st Level)                                   whenever a spell refers to your spellcasting
You have 3 luck points. Whenever you make         Choose one of your skill proficiencies. Your        ability. In addition, you use your Wisdom
an attack roll, an ability check, or a saving     proficiency bonus is doubled for any ability        modifier when setting the saving throw DC for
throw, you can spend one luck point to roll an    check you make using the chosen skill=              a ranger spell you cast and when making an
additional d20. You can choose to spend one       Stealth                                             attack roll with one.
of your luck points after you roll the die, but
before the outcome is determined. You choose      You can also speak, read, and write 2               Spell save DC = 8 + your proficiency bonus +
which of the d20s is used for the attack roll,    additional languages of your choice.=               your Wisdom modifier
ability check, or saving throw.                   -Dwarvish
                                                  -Primordial - Terran                                Spell attack modifier = your proficiency bonus
You can also spend one luck point when an                                                             + your Wisdom modifier
attack roll is made against you. Roll a d20 and   Fighting Style
then choose whether the attack uses the           At 2nd level, you adopt a particular style of       Spellcasting Focus
attacker's roll or yours.                         fighting as your specialty. Choose one of the       At 2nd level, you can use a druidic focus as a
                                                  following options.                                  spellcasting focus for your ranger spells. A
If more than one creature spends a luck point     You can’t take a Fighting Style option more         druidic focus might be a sprig of mistletoe or
to influence the outcome of a roll, the points    than once, even if you later get to choose          holly, a wand or rod made of yew or another
cancel each other out; no additional dice are     again.                                              special wood, a staff drawn whole from a living
rolled.                                                                                               tree, or an object incorporating feathers, fur,
                                                  Fighting Style: Thrown Weapon Fighting              bones, and teeth from sacred animals.
You regain your expended luck points when         You can draw a weapon that has the thrown
you finish a long rest.                           property as part of the attack you make with
                                                  the weapon.
                                                  In addition, when you hit with a ranged attack
                                                  using a thrown weapon, you gain a +2 bonus
                                                  to the damage roll.
Primeval Awareness
                                                   Colossus Slayer                                   Dagger of Returning
This 3rd-level feature replaces the Primeval
                                                   Your tenacity can wear down the most potent       Dagger:
Awareness feature. You gain no benefit from
the replaced feature and don't qualify for         foes. When you hit a creature with a weapon       Damage : 1d4 Piercing
                                                   attack, the creature takes an extra 1d8           Require attunement.
anything in the game that requires it.
                                                   damage if it’s below its hit point maximum. You   2 Charges
You can focus your awareness through the           can deal this extra damage only once per turn.    If goes 0 charges: roll d20 = 1,2 it destroys
interconnections of nature: you learn additional                                                     itself 1,2
                                                   Feat: Squat Nimbleness                            It recharge: 1 charge/day
spells when you reach certain levels in this
class if you don't already know them, as           Prerequisite: Dwarf or a Small race               Improved range = 30/120
shown in the Primal Awareness Spells table.                                                          1 Charge: As Bonus Action, it appears back in
                                                   You are uncommonly nimble for your race. You      your hand if is still in the same plane of
These spells don't count against the number of
ranger spells you know.                            gain the following benefits:                      existence
At 3rd level, you choose to emulate the ideals     the extra piercing damage the target takes.       This is a Shield +1 covered by enchanted Fire
and training of a ranger conclave. Your choice                                                       Giant Skin, it grants Advantages to all your
grants you features at 3rd level and again at      Extra Attack                                      Saving Throws against Fire
7th, 11th, and 15th level.                         Beginning at 5th level, you can attack twice,
                                                   instead of once, whenever you take the Attack
Chosen: Hunter Conclave                            action on your turn.
                                                                  SPELLS
Speak with Animals                                  Hunter's Mark
divination 1                                        divination 1                                      Beast Sense
Casting Time: 1 action                              Casting Time: 1 bonus action                      divination 2 (ritual)
Range: Self                                         Range: 90 feet                                    Casting Time: 1 action
Target: Self                                        Target: A creature that you can see within        Range: Touch
Components: V S                                     range                                             Target: a willing beast
Duration: 10 minutes                                Components: V                                     Components: S
Description:                                        Duration: ConcentrationUp to 1 hour               Duration: ConcentrationConcentration, up to
You gain the ability to comprehend and              Description:                                      1 hour
verbally communicate with beasts for the            You choose a creature you can see within          Description:
duration. The knowledge and awareness of            range and mystically mark it as your quarry.      You touch a willing beast. For the duration of
many beasts is limited by their intelligence, but   Until the spell ends, you deal an extra 1d6       the spell, you can use your action to see
at minimum, beasts can give you information         damage to the target whenever you hit it with a   through the beast’s eyes and hear what it
about nearby locations and monsters,                weapon attack, and you have advantage on          hears, and continue to do so until you use your
including whatever they can perceive or have        any Wisdom (Perception) or Wisdom                 action to return to your normal senses.
perceived within the past day. You might be         (Survival) check you make to find it. If the
                                                                                                      Lesser Restoration
able to persuade a beast to perform a small         target drops to 0 hit points before this spell
                                                                                                      abjuration 2
favor for you, at the GM’s discretion.              ends, you can use a bonus action on a
                                                                                                      Casting Time: 1 action
                                                    subsequent turn of yours to mark a new
Cure Wounds                                                                                           Range: Touch
                                                    creature.
evocation 1                                                                                           Target: Touched creature
                                                    At Higher Levels: When you cast this spell
Casting Time: 1 action                                                                                Components: V S
                                                    using a spell slot of 3rd or 4th level, you can
Range: Touch                                                                                          Duration: Instantaneous
                                                    maintain your Concentration on the spell for up
Target: A creature you touch                                                                          Description:
                                                    to 8 hours. When you use a spell slot of 5th
Components: V S                                                                                       You touch a creature and can end either one
                                                    level or higher, you can maintain your
Duration: Instantaneous                                                                               disease or one condition afflicting it. The
                                                    concentration on the spell for up to 24 hours.
Description:                                                                                          condition can be blinded, deafened, paralyzed,
A creature you touch regains a number of hit        Zephyr Strike                                     or poisoned.
points equal to 1d8 + your spellcasting ability     transmutation 1
modifier. This spell has no effect on undead or     Casting Time: 1 bonus action
constructs.                                         Range: Self
At Higher Levels: When you cast this spell          Target: Self
using a spell slot of 2nd level or higher, the      Components: V
Healing increases by 1d8 for each slot level        Duration: ConcentrationConcentration, up to
above 1st.                                          1 minute
                                                    Description:
                                                    You move like the wind. For the duration, your
                                                    movement doesn’t provoke opportunity
                                                    attacks.