Cleberius Nautilus: Hermit

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Ranger (9) Hermit

CLASS & LEVEL BACKGROUND PLAYER NAME


Cleberius Nautilus Simic Hybrid/Dexterity Variant Chaotic Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
18 +4 30
-1 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

8 PERSONALITY TRAITS

Hit Point Maximum 76



+3 Strength
DEXTERITY ●
+8 Dexterity

+4 +2 Constitution
+2 Intelligence
CURRENT HIT POINTS IDEALS

18 +2 Wisdom
-1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2 +4 Acrobatics (Dex) SUCCESSES


9x(1d10+2)
14 ●
+6 Animal Handling (Wis) FAILURES

+2 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE Athletics (Str)
-1

+2 -1 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE

14 +2 Insight (Wis)
Longbow +8 1d8+4 piercing
Arrow x20
-1 Intimidation (Cha) Sun Blade, Rapier +10 1d8+8 piercing Backpack
+2 Investigation (Int)
WISDOM
+6 Medicine (Wis) Bedroll
+2


+6 Nature (Int) Blanket
14

+6 Perception (Wis) Number of Case, map or
-1
-1
Performance (Cha)
Persuasion (Cha)
Attacks: 2 scroll
CHARISMA

+6 Religion (Int) Clothes, common
-1 ●
+4 Sleight of Hand (Dex)
+8 Stealth (Dex)
Herbalism Kit
8 ●
+6 Survival (Wis) Mess kit
SKILLS ATTACKS & SPELLCASTING Quiver
16 PASSIVE WISDOM (PERCEPTION)
Rations (1 day)
CP
x10
Tool Proficiencies: Herbalism Kit
SP Rope, hempen
Weapon Proficiencies: Martial; EP
Shield
Simple Studded
Armor Proficiencies: Light;
GP
5 Tinderbox
Medium; Shields
PP Torch x10
Language Proficiencies:
Aarakocra; Common; Deep
Waterskin
Speech; Gnomish; Orc
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Cleberius Nautilus
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Ranger Wisdom 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 2 6
Conjure Animals

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Beast Bond

Chaos Bolt (Izzet)


4
Hunter's Mark
SPELLS KNOWN

2 3
Healing Spirit

Immovable Object (Dunamancy)

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

Darkvision: 60 ft.

---------------Actions--------------
Primeval Awareness. Spend an X-level spell slot, for X minutes, you sense the types of creatures within 1 mile(6 if coast and
forest.

-----------Other Traits------------
Animal Enhancement. Your body has been altered to incorporate certain animal characteristics. You choose one animal
enhancement now and a second enhancement at 5th level.

At 1st level, choose one of the following options:


• Manta Glide. You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren't
incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet
horizontally for every 1 foot you descend.
• Nimble Climber. You have a climbing speed equal to your walking speed.
• Underwater Adaptation. You can breathe air and water, and you have a swimming speed equal to your walking speed.

At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn't take at 1st level, or
one of the following options:
• You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. As an action,
you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an
unarmed strike. If you hit with it, the target takes bludgeoning damage equal to l d6 +your Strength modifier, instead of the
bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action.
These appendages can't precisely manipulate anything and can't wield weapons, magic items. or other specialized equipment.
• Carapace. Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor.
• Acid Spit. As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30
feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your
Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3dl0) and 17th level
(4d10). You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all
expended uses of it when you finish a long rest.

Discovery. The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact
nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the
powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have
uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be
information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to
society. Work with your DM to determine the details of your discovery and its impact on the campaign.

Dueling Fighting Style. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to
damage rolls with that weapon.

Favored Enemy. You have advantage on survival checks to track aberration and monstrosity creatures and on INT checks to
recall info about them.

Land's Stride. Moving through nonmagical difficult terrain costs no extra movement, pass through nonmagical plants without
being slowed by them and without taking damage from them.

Languages. Languages. You can speak, read, and write Common and your choice of Elvish or Vedalken. If you choose
Vedalken, enter it manually.

Natural Explorer. Your favored terrain types are coast and forest. Related to the terrain types: 2X proficiency bonus for INT and
WIS checks for which you are proficient, difficult terrain doesn't slow your group, always alert for danger, can move stealthily
alone at normal pace, 2x food when foraging, while tracking learn exact number, size, and when they passed through.

Sentinel. You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.

Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you
can use your reaction to make a melee weapon attack against the attacking creature.
Page 1

Beast Bond Chaos Bolt (Izzet) Hunter's Mark


Ranger Level 1 Divination DC 14 Spell Mod +6 Ranger Level 1 Evocation DC 14 Spell Mod +6 Ranger Level 1 Divination DC 14 Spell Mod +6
1 Act. Touch V,S,M Conc, 10 mins 1 Act. 120 ft V,S Inst 1 B.A. 90 ft V Conc, 1 hr
A bit of fur wrapped in a cloth

You establish a telepathic link with one beast You hurl an undulating, warbling mass of You choose a creature you can see within
you touch that is friendly to you or charmed chaotic energy at one creature in range . Make range and mystically mark it as your quarry.
by you. The spell fails if the beast's Intelligence a ranged spell attack against the target. On a Until the spell ends, you deal an extra 1d6
is 4 or higher. Until the spell ends, the link is hit, the target takes 2d8 + 1d6 damage. Choose damage to the target whenever you hit it with
active while you and the beast are within line one of the d8s. The number rolled on that die a weapon attack, and you have advantage on
of sight of each other. Through the link, the determines the attack's damage type, as any Wisdom (Perception) or Wisdom
beast can understand your telepathic shown below. l Acid 2 Cold 3 Fire 4 Force 5 (Survival) check you make to find it. If the
messages to it, and it can telepathically Lightning 6 Poison 7 Psychic 8 Thunder If you target drops to 0 hit points before this spell
communicate simple emotions and concepts roll the same number on both d8s, the chaotic ends, you can use a bonus action on a
back to you. While the link is active, the beast energy leaps from the target to a different subsequent turn of yours to mark a new
gains advantage on attack rolls against any creature of your choice within 30 feet of it. creature. At Higher Levels: When you cast this
creature within 5 feet of you that you can see. Make a new attack roll against the new target, spell using a spell slot of 3rd or 4th level, you
and make a new damage roll , which could can maintain your concentration on the spell
cause the chaotic energy to leap again. A for up to 8 hours. When you use a spell slot of
creature can be targeted only once by this 5th level or higher, you can maintain your
casting of the spell. At Higher Levels. When concentration on the spell for up to 24 hours.
you cast this spell using a spell s lot of 2nd
level or higher, each target takes 1d6 extra
damage of the type rolled for each slot level

Healing Spirit Immovable Object (Dunamancy) Conjure Animals


Ranger Level 2 Conjuration DC 14 Spell Mod +6 Ranger Level 2 Transmutation DC 14 Spell Mod +6 Ranger Level 3 Conjuration DC 14 Spell Mod +6
1 B.A. 60 ft V,S Conc, 1 min 1 Act. Touch V,S,M 1 hr 1 Act. 60 ft V,S Conc, 1 hr
Gold dust worth at least 25 gp, which the spell
consumes

You call forth a nature spirit to soothe the You touch an object that weighs no more than You summon fey spirits that take the form of
wounded. The intangible spirit appears in a 10 pounds and cause it to become magically beasts and appear in unoccupied spaces that
space that is a 5-foot cube you can see within fixed in place. You and the creatures you you can see within range. Choose one of the
range. The spirit looks like a transparent beast designate when you cast this spell can move following options for what appears: • One
or fey (your choice). Until the spell ends, the object normally. You can also set a beast of challenge rating 2 or lower • Two
whenever you or a creature you can see moves password that, when spoken within 5 feet of beasts of challenge rating 1 or lower • Four
into the spirit's space for the first time on a the object, suppresses this spell for 1 minute. beasts of challenge rating 1/2 or lower • Eight
turn or starts its turn there, you can cause the If the object is fixed in the air, it can hold up to beasts of challenge rating 1/4 or lower Each
spirit to restore 1d6 hit points to that creature 4,000 pounds of weight. More weight causes beast is also considered fey, and it disappears
(no action required). The spirit can't heal the object to fall. Otherwise, a creature can use when it drops to 0 hit points or when the spell
constructs or undead. As a bonus action on an action to make a Strength check against ends. The summoned creatures are friendly to
your turn, you can move the spirit up to 30 your spell save DC. On a success, the creature you and your companions. Roll initiative for
feet to a space you can see. At Higher Levels. can move the object up to 10 feet. At Higher the summoned creatures as a group, which
When you cast this spell using a spell slot of Levels. If you cast this spell using a spell slot of has its own turns. They obey any verbal
3rd level or higher, the healing increases by 4th or 5th level, the DC to move the object commands that you issue to them (no action
1d6 for each slot level above 2nd. increases by 5, it can carry up to 8,000 pounds required by you). If you don't issue any
of weight, and the duration increases to 24 commands to them, they defend themselves
hours. If you cast this spell using a spell slot of from hostile creatures, but otherwise take no
6th level or higher, the DC to move the object actions. The GM has the creatures' statistics.
Page 1 (reverse)

Chaos Bolt (Izzet) (reverse)


above 1st

Conjure Animals (reverse) Immovable Object (Dunamancy) (reverse)


At Higher Levels. When you cast this spell increases by 10, it can carry up to 20,000
using certain higher-level spell slots, you pounds of weight, and the effect is permanent
choose one of the summoning options above, until dispelled.
and more creatures appear: twice as many
with a 5th-level slot, three times as many with
a 7th-level slot, and four times as many with a
9th-level slot.

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