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Gurden Voidwood, Swarmkeeper Ranger


relekorlagunis

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Gurden Voidwood

Human Ranger 11 Neutral Good

AC 17 HP 92 Speed 35ft

Str 10 (0) Dex 14 (2) Con 16 (3) Wis 18 (4) Int 10 (0) Cha 10 (0)

Magic Stone (Sling) +12 1d6+7

Official InquiryYou're experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you're investigating. Those who aren't involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own.
Favored FoeWhen you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Deft ExplorerYou are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.

Canny (1st Level)

Choose one of your skill proficiencies [Investigation]. Your proficiency bonus is doubled for any ability check you make using the chosen skill.

You can also speak, read, and write 2 additional languages of your choice.

Roving (6th Level)

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Tireless (10th Level)

As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Fighting Style: Druidic WarriorYou learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.
Primal AwarenessYou can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.
Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Land's StrideStarting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

Nature's VeilYou draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Ranger Conclave: Swarmkeeper

Swarmkeeper MagicAlso at 3rd level, you learn the Mage Hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Gathered SwarmAt 3rd level, a swarm of intangible nature spirits (ravens) has bonded itself to you and can assist you in battle. While you’re alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space.

Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:

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 by the swarm up to 15 feet horizontally in a direction of your choice.

You are moved by the swarm 5 feet horizontally in a direction of your choice.

Writhing TideBeginning at 7th level, you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Mighty SwarmAt 11th level, your Gathered Swarm grows mightier in the following ways:

The damage of Gathered Swarm increases to 1d8.

If a creature fails its saving throw against being moved by the Gathered Swarm, you can also cause the swarm to knock the creature prone.

When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.

Feat: Fighting Initiate (Close Quarters Shooter)Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.

Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.

Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

Feat: Fey TouchedYour exposure to the Feywild's magic has changed you, granting you the following benefits:

Increase your Wisdom score by 1, to a maximum of 20.

You learn the Misty Step spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or Enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

Feat: CrusherYou are practiced in the art of crushing your enemies, granting you the following benefits:

Increase your Constitution by 1, to a maximum of 20.

Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.

When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.

ASI: +1 Con & +1 Wis

Favored Foe 1d6 4/4

Writhing Tide 4/4

Nature's Veil 4/4

Tireless 1d8+4 4/4

 

Name
First Stat Roll
11,12,11,10,14,6
repeat(drop(4d6,lowest,1),6) 2,2,3,6,1,4,4,4,1,3,3,5,1,2,4,4,2,3,5,6,1,1,1,4
Second Stat Roll
16,13,11,12,12,8
repeat(drop(4d6,lowest,1),6) 3,5,5,6,1,3,5,5,1,2,3,6,2,3,4,5,2,3,4,5,2,2,3,3
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