Leo Shepard Gurples

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 1

Leo Sheperd Gurples

Elf (Wood)
RACE
Investigator
BACKGROUND Ranger
Lawful Neutral 900
CHARACTER NAME ALIGNMENT EXPERIENCE POINTS 3 Swarmkeeper
RANGER ARCHETYPE
LEVEL

+2 PROFICIENCY PASSIVE
PERCEPTION 14 AC INITIATIVE SPEED
RANGER ARCHETYPE FEATURE
Gathered Swarm. Once on each of your turns, you can cause the swarm to assist you in one of the
3
following ways, immediately after you hit a creature with an attack:

PASSIVE
15 +4 35 ft.
-The attack's target takes 1d6 piercing damage from the swarm.
-The attack's target must succeed on a Strength saving throw against your spell save DC or be moved

14
by the swarm up to 15 feet horizontally in a direction of your choice.
INSPIRATION
INSIGHT 0 -You are moved by the swarm 5 feet horizontally in a direction of your choice.

Swarmkeeper Magic.

Hit Point Temporary


29 Maximum Hit Points
LEVEL
STRENGTH ◆ +4 SAVING THROWS
29
- PRIMAL AWARENESS
3
+2 Primal Awareness Spell Table
● +4 ATHLETICS

14
HIT DICE DEATH SAVES

DEXTERITY Used Total LEVEL

5
+6 SAVING THROWS SUCCESSES

0 3

EXTRA ATTACK

+4
+4 ACROBATICS
FAILURES You can attack twice, instead of once, whenever you take the Attack action on your
+4 SLEIGHT OF HAND d10 turn.
● +6 STEALTH
LEVEL

18 NAME ATK BONUS DAMAGE/TYPE


RANGER ARCHETYPE FEATURE
7
Writhing Tide. You can condense part of your
Longbow +6 1d8+4 piercing swarm into a focused mass that lifts you up. As
CONSTITUTION +2 SAVING THROWS
a bonus action, you gain a flying speed of 10 feet

+2
Club +4 1d4+2 bludgeoning
and can hover. This effect lasts for 1 minute or
until you are incapacitated. pfb/lr
Shillelagh +2 1d8+2 bludgeoning

14 LEVEL
LAND'S STRIDE
Moving through nonmagical difficult terrain costs you no extra movement.
8
INTELLIGENCE +1 SAVING THROWS You can pass through nonmagical plants without being slowed by them and

+1
FAVOURED FOE without taking damage from them. You have advantage on saving throws
+1 ARCANA against plants that are magically created or manipulated to impede
+1 HISTORY Total Used movement, such those created by the entangle spell.
● +3 INVESTIGATION
2 0
12 +1 NATURE LEVEL
+1 RELIGION NATURE'S VEIL
10
As a bonus action, you can magically
WISDOM +2 SAVING THROWS
SPELL SPELL SPELL SLOTS become invisible, along with any

+2
+2 ANIMAL HANDLING SAVE DC
● +4 INSIGHT
ATTACK BONUS
1st 2nd 3rd 4th 5th equipment you are wearing or carrying,
until the start of your next turn. pfb/lr
+4

+2 MEDICINE

14

● +4 PERCEPTION +12 ●


● +4 SURVIVAL LEVEL

CHARISMA Mighty Swarm.


RANGER ARCHETYPE FEATURE
11
0 SAVING THROWS Level R SPELLS KNOWN -The damage of Gathered Swarm increases to 1d8.

0
0 DECEPTION -If a creature fails its saving throw against being moved by Gathered
C Thorn Whip 1st Longstrider
0 INTIMIDATION C 1st
Swarm, you can also cause the swarm to knock the creature prone.
Shillelagh ass without trace
0 -When you are moved by Gathered Swarm, it gives you half cover
PERFORMANCE C Primal Savagery
until the start of your next turn.
10 0 PERSUASION
LEVEL
VANISH
You can use the Hide action as a bonus action on your turn.
14
RACIAL TRAITS LEVEL

1
You can’t be tracked by nonmagical means, unless you choose.
Darkvision. 60ft DEFT EXPLORER
LEVEL
Keen Senses.
Fey Ancestry. Advantage(saving throws against
Canny. Perception RANGER ARCHETYPE FEATURE
Swarming Dispersal. When you take damage, you can use your
15
being charmed), magic can't put you to sleep. reaction to give yourself resistance to that damage. You vanish into
Trance. LEVEL
your swarm and then teleport to an unoccupied space that you can

Mask of the Wild. You can attempt to hide even


when you are only lightly obscured.
FAVOURED FOE
1 see within 30 feet of you, where you reappear with the swarm.
pfb/lr
When you hit a creature with an attack roll,
you can mark the target as your favored enemy for LEVEL

PROFICIENCIES LANGUAGES
1 minute or until you lose your concentration .The
first time on each of your turns that you
FERAL SENSES
When you attack a creature you can’t see, your inability to see it doesn’t
18
LIGHT SIMPLE Common, Elvish, hit the favored enemy and deal damage to it, impose disadvantage on your attack rolls against it. You are also aware of
ARMOUR WEAPONS the location of any invisible creature within 30 feet of you, provided that
● ● Undercommon, Sylvan including when you mark it, you can increase that the creature isn’t hidden from you and you aren’t blinded or deafened.

MEDIUM MARTIAL damage by 1d4


ARMOUR WEAPONS TOOLS & OTHER PROFICIENCIES LEVEL

20
● ● LEVEL
Tool: Disguise kit, Thieves' tools FOE SLAYER
HEAVY
ARMOUR
SHIELDS Weapon:
FIGHTING STYLE
2 Once on each of your turns, you can add your Wisdom modifier to the attack
● Druidic Warrior. roll or the damage roll of an attack you make against one of your favored enemies.

You might also like