Tomi
To DOs!!!
Congratulation - You are all set for now :)
Overview
Core Stats
| Stat | Value |
|---|---|
| Hit Points | 13 |
| Armor Class (AC) | 15 |
| Proficiency Bonus | +2 |
| Initiative | +3 |
| Speed | 35 ft. |
| Passive Perception | 15 |
Ability Scores
| Ability | Score | Modifier |
|---|---|---|
| Strength | 12 | +1 |
| Dexterity | 16 | +3 |
| Constitution | 12 | +1 |
| Intelligence | 9 | 0 |
| Wisdom | 16 | +3 |
| Charisma | 11 | 0 |
Skills
| Ability | Skill | Proficient | Modifier |
|---|---|---|---|
| DEX | Acrobatics | [ ] | +3 |
| WIS | Animal Handling | [ X ] | +5 |
| INT | Arcana | [ ] | -1 |
| STR | Athletics | [ ] | +1 |
| CHA | Deception | [ ] | 0 |
| INT | History | [ ] | -1 |
| WIS | Insight | [ ] | +3 |
| CHA | Intimidation | [ ] | 0 |
| INT | Investigation | [ X ] | +1 |
| WIS | Medicine | [ ] | +3 |
| INT | Nature | [ X ] | +1 |
| WIS | Perception | [ X ] | +5 |
| CHA | Performance | [ ] | 0 |
| CHA | Persuasion | [ ] | 0 |
| INT | Religion | [ ] | -1 |
| DEX | Sleight of Hand | [ ] | +3 |
| DEX | Stealth | [ X ] | +5 |
| WIS | Survival | [ X ] | +5 |
Saving Throws
| Ability | Proficient | Modifier |
|---|---|---|
| Strength | [ X ] | +3 |
| Dexterity | [ X ] | +5 |
| Constitution | [ ] | +1 |
| Intelligence | [ ] | -1 |
| Wisdom | [ ] | +3 |
| Charisma | [ ] | 0 |
Proficencies & Training
- Armor: Light Armor, Medium Armor, Shields
- Weapons: Martial Weapons, Simple Weapons
- Tools: Carpenter's Tools
- Languages: Common, Elvish, Halfling
Species Abilities
- You have Darkvision with a range of 60 feet.
- You have Advantage on saving throws you make to avoid or end the Charmed condition.
- You have proficiency in the Insight, Perception, or Survival skill.
- You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
- Your Speed increases to 35 feet.
- When you reach character levels 3 and 5, you learn a higher-level spell. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).
- You know the Druidcraft cantrip
Class Abilities
Level 1
You can cast Ranger spells, drawing magic from nature.
- Spell Slots: Use spell slots shown on the Ranger table (regain all on a Long Rest).
- Prepared Spells: You prepare a limited number of Ranger spells each day.
- Start with 2 level 1 spells
- You can swap 1 prepared spell after each Long Rest.
- Spellcasting Ability: Wisdom
- Spellcasting Focus: You can use a Druidic Focus.
You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
Slow. If you hit a creature with a Longbow and deal damage to the creature, you can reduce its Speed by 10 ft. until the start of your next turn. If the creature is hit more than once with this property, the Speed reduction doesn’t exceed 10 ft.
Vex. If you hit a creature with a Shortsword and deal damage to it, you have Advantage on your next attack roll against that creature before the end of your next turn.
Level 2
Thanks to your travels, you gain the following benefits.
- Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
- Languages. You know two languages of your choice from the language tables in "Character Creation".
You gain a Fighting Style feat of your choice (see "Feats"). Instead of choosing one of those feats, you can choose the option below.
Druidic Warrior. You learn two Druid cantrips of your choice (see the Druid class’s section for a list of Druid spells). Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
You gain the following benefits:
Ranged Attack Bonus. You gain a +2 bonus to attack rolls you make with Ranged weapons.
OR
You gain the following benefits:
Blindsight. You have Blindsight with a range of 10 feet.
Feats
You gain the following benefits.
- Increased Hit Points. Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.
Attacks & Weapons
| Weapon | Attack Bonus / DC | Damage | Range | Note |
|---|---|---|---|---|
| Longbow (Slow) | +5 (dex mod + prof) | 1d8+Dex mod | 150/600 | |
| Shortsword (Vex) | +5 (dex mod + prof) | 1d8+Dex mod | 5 ft. Melee | Light, Finesse |
Equipment
Worn / Equipped
- Longbow
- Shortsword
- Druidic Focus
- Studded Leather Armor
Inventory
Spellcasting (if applicable)
- Spellcasting Ability: Wisdom
- Spell Save DC: 13 - 8 + Wisdom Mod + Prof Mod
- Spell Attack Bonus: +5 - Wisdom mod + Prof Mod
Known / Prepared Spells
Cantrip
Level 1
- Hunter's Mark
- Ensnaring Strike
- Fog Cloud
- Cure Wounds (not in used yet)