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Merituuli Kaiutin - Dimernesti Sea Elf Far Traveler Beast Master Ranger


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Merituuli Kaiutin

Name: Merituuli Kaiutin

Character Concept: A young, hot-blooded shoal elf wannabe hero inspired by Ispin's grand tales of adventure, who has currently found himself in wholly unfamiliar lands.

Race, Background, Subclass, Class: Sea Elf Far Traveler Beast Master Ranger

Description: Like many of his Dimernesti kin, Merituuli has light-blue skin, lighter near his core and growing darker towards the extremities.  His fingers and toes are notably webbed, allowing for swift swimming.  Just visible under his pointed elven ears are small slitted gills, allowing him to breathe in water as easily as in air.  His silver-white hair is braided and tied up into a bun that sits tightly atop his head, and his eyes are a similar silver-grey, like a storm cloud gathering atop the ocean currents.  He stands at just under 6 1/2 feet, and is a bit more bulky than his land-bound cousins.  A number of scars are clearly visible across his body, including a small shark bite near his hip.  His clothing is rather limited, normally - pants made from woven kelp, simple woven bracers, and a spiky shell pauldron on his left shoulder.  Draped along his neck is one of his most prized possessions - a necklace adorned with shark teeth, small shells and pearls.  During combat, he wears a sharktooth coat (equivalent to scale mail).  Perhaps the oddest item among his possessions is a massive, ridged, straight seashell as long as a staff that he tends to keep strapped to his back.

His bearing is immediately identifiable as cocky and energetic - he holds his head high, a broad smile across his face, sharp eyes roving constantly looking for the next challenge.  He often invades personal space a bit too freely when speaking to others, taking time to study them closely.  This confidence, however, can be broken at times, as "Meri" is very much a stranger in a strange land - a literal "fish out of water", if you will.  Though he's spent many years traveling the coastlines of southern Ansalom, he's never been this far north.  It's comforting to him, at the very least, that Vogler is situated at the riverside, but he is wholly unfamiliar with some of the customs of the "land-dwellers", especially their foods.

Character Plothook: Ispin was an honored guest in Dimernost (the underwater kingdom of the Dimernesti elves, also known as the Sunken Land by surface dwellers) after he and his companions helped defeat a sea serpent that had been ravaging the area, sinking ships and attacking elves alike.  A youngling at the time, Merituuli was completely enamored by Ispin's tales of bravery and adventure, so much so that he decided he would be a wandering hero just like Ispin.

Past is Prologue: Merituuli was born to a well-off family within the great underwater city of Dimernost - the only remaining Dimernesti city after the horrors of the Cataclysm ripped many of their shore-side cities apart.  As the youngest of 4 older siblings, he had a habit of getting in trouble as a child, constantly sneaking out of home to roam the city and its outskirts, swimming through the jellyfish schools and kelp farms and "borrowing" stabled seahorses for joyrides.  It was evident that he had an adventurous spirit, even at that young age... but it was only further solidified when the great Ispin Greenshield was presented as a hero and honored guest.

Still early in his adventuring career, Ispin and his companions Becklin and Cudgel had assisted the people of Dimernost in slaying a dreaded sea serpent terrorizing the area - a beast that Merituuli had a close run-in with himself, barely hiding in time to avoid its ire.  Using a sailing ship and a massive harpoon, Ispin struck the final blow on the beast as it breached the water, pushed upwards by the assault of the sea elves, firing the harpoon right through one eye and out the other.  Ispin was brought before the Speaker of the Sea, the ruler of the Dimernesti, and a great celebration was held.  Afterwards, Ispin spent some time within the air domes throughout the city, spreading tall tales of his adventures.  Merituuli snuck out as often as he could to see Ispin and quickly became enamored by the heroic figure and his stories.  Ispin, in turn, was rather amused by the young sea elf, and told Merituuli, "Lad, anyone can be a hero, from the smallest gnome to the tallest elf.  That means you too!" Before he finally took his leave, Ispin granted Merituuli a trinket to remember him by - an indecipherable treasure map - saying, "From one adventurer to another, young friend."

Many years passed, and though Merituuli grew older and wiser, the spirit of adventure still held him in a firm grip.  Though he could have easily held a respectable station within Dimernost using his family's connections, he instead decided to journey along the southern shores of Ansalon, fighting sea beasts and meeting the diverse peoples of the world.  During an especially harrowing deep-sea dive, he came across an object he is absolutely convinced is magical - a long, straight, ridged seashell as long as a staff.  Though long empty, it seems to carry the noise of the waves and sea breeze within it when listened to closely.

Now, though, Merituuli is on his greatest journey yet.  Having heard of his childhood hero's passing, he has journeyed farther north than ever before, ending up in the small village of Vogler.  Though the new sights and sounds are a bit overwhelming, Merituuli holds his head up high, ready to prove that even a sea elf can be a land-dweller's hero.

Truths, Rumors, and Lies:
Truth: Merituuli once saved the crew of a wrecked ship by convincing a pod of dolphins to help the men swim back to shore.

Lie: Merituuli once hit a shark on the nose so hard that it became vegetarian, only eating seaweed and kelp for the rest of its life.

Rumor: Merituuli's last name isn't actually Kaiutin - it's Windspeaker.  Yes, Merituuli is actually the youngest son of Nuqala Windspeaker, Speaker of the Sea and ruler of the Dimernesti elves!  Except he has no claim to the throne given his four older siblings and his general irresponsibility.

 

Is Might Right?: Power is a useful tool, but authority is stifling.  All people deserve freedom, and those with power are better able to grasp it themselves and grant it to others.

Deity: The sea elves worship the gods under different names than the land-dwellers use.  Merituuli is especially fond of Abbuk the Fisher, the sea elf version of the god Habbakuk, and holds the balance of nature and civilization in high regard.  In its most perfect form, civilization and nature should live in harmony, each benefiting from the other equally.

Images: 2010-kabini-osprey.jpg.2fc78c838a7e1bc0d48144b4320c0ba5.jpgAs a Beast Master Ranger, Merituuli will eventually have access to an Animal Companion. I plan to use the Primal Companion option as presented in Tasha's, and will primarily use the Beast of the Sky option while on dry land.  Merituuli's Beast of the Sky companion takes the form of an Osprey with Primordial runes along its wingtips.  Their name is Kalasääski.

o-baculite-BHI.jpg.b756b8a84d06a0c10d92c0d5ec2b8a0d.jpgAlternatively, if we ever find ourselves underwater, Merituuli will call on the latent magics of his giant seashell to summon forth his Beast of the Sea - an ancient Baculite.  Haven't come up with a name for this one yet, will consider further!

Edited by PhoenixSlayer (see edit history)
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Sea Elf Lineage

Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1.

Languages: You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character (Elvish).

Creature Type: You are a Humanoid.  You are also considered an elf for any prerequisite or effect that requires you to be an elf.

Size: You are Medium.

Speed: Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

Child of the Sea: You can breathe air and water, and you have resistance to cold damage.

Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Fey Ancestry: You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Friend of the Sea: Aquatic animals have an extraordinary affinity with your people. You can communicate simple ideas to any Beast that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.

Keen Senses: You have proficiency in the Perception skill.

Trance: 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.

Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

Source: Mordenkainen Presents: Monsters of the Multiverse, pg. 30

Edited by PhoenixSlayer (see edit history)
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Far Traveler

Skill Proficiencies: Insight, Perception Nature (Lineage already grants Perception)
Tool Proficiencies: Any one musical instrument or gaming set of your choice, likely something native to your homeland (Musical Instrument - Horn).
Languages: Any one of your choice (Kharolian).
Equipment: One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in Ansalon, a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship, and a pouch containing 5 gp.

Feature: All Eyes on You
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

Why Are You Here?
A far traveler might have set out on a journey for one of a number of reasons, and the departure from his or her homeland could have been voluntary or involuntary.
Homeland: Dimernost (main city of the Dimernesti kingdom)
Why Are You Here: Wanderer

Suggested Characteristics
Personality Traits: 
I have different assumptions from those around me concerning personal space, blithely invading others’ space in innocence, or reacting to ignorant invasion of my own.
I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting.

Ideal: Adventure. I’m far from home, and everything is strange and wonderful! (Chaotic)

Bond: So long as I have this token from my homeland, I can face any adversity in this strange land.

Flaw: I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land.

Edited by PhoenixSlayer (see edit history)
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Note for the DM: This character is admittedly just as much a mechanical experiment for me as it is a roleplaying one.  In short - just how different is a Ranger using ALL the Optional Class Features from Tasha's in comparison to its Player's Handbook counterpart?  I'll ensure that all Optional Features are clearly displayed for your reference.

Beast Master Ranger

Level Proficiency Bonus Features Spells Known 1st Lvl Spell Slots 2nd Lvl Spell Slots 3rd Lvl Spell Slots 4th Lvl Spell Slots 5th Lvl Spell Slots
1st +2 Favored Foe, Deft Explorer - - - - - -
2nd +2 Fighting Style, Spellcasting 2 2 - - - -
3rd +2 Ranger Archetype, Primal Awareness 3 3 - - - -

Hit Dice: 1d10 per Ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Ranger level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Starting Equipment

   You start with the following items, plus anything provided by your background.

  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons (Dagger, Quarterstaff)
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • A longbow and a quiver of 20 arrows

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
Taking average of 125 gp and purchasing the following:

  • Scale Mail (50 gp)
  • Shield (10 gp)
  • Quarterstaff (2 sp)
  • Dagger (2 gp)
  • Heavy Crossbow (50 gp)
  • Net (1 gp)
  • Crossbow Bolts - 20 (1 gp)
  • Explorer's Pack (10 gp)

This results in 8 sp left over.

L1. Favored Foe (replaces the Favored Enemy feature and works with the Foe Slayer feature)

When 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 can 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.

L1. Deft Explorer (replaces the Natural Explorer feature)

You 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 below when you reach 6th level and 10th level in this class.

Canny (1st Level)
Choose one of your skill proficiencies (Perception).  Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
You can also speak, read, and write two additional languages of your choice (Khur, Kenderspeak).

L2. Fighting Style - Druidic Warrior

At 2nd level, you adopt a particular style of fighting as your specialty.  You can't  take a Fighting Style option more than once, even if you later get to choose again.

Druidic Warrior: You 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.

L2. Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

L2. Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

Spell Slots

The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

L3. Ranger Archetype - Beast Master

Primal Companion (replaces the Ranger's Companion feature)

You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block—Beast of the Land, Beast of the Sea, or Beast of the Sky—which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.

In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.

When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.

L3. Primal Awareness (replaces the Primeval Awareness feature)

You 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.

Ranger Level Spell
3rd speak with animals
5th beast sense
9th speak with plants
13th locate creature
17th commune with nature

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Edited by PhoenixSlayer (see edit history)
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Feats

1st-Level Bonus Feat

Tough

   Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Source: PHB, page 170

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Inventory

Worn

  1. a coinpurse containing 5 gp and 8 sp - Starting equipment (background/class)
  2. a set of traveler's clothes - Starting equipment (background)
  3. a shield (AC +2) - Starting equipment (class)
  4. a sharktooth coat (scale mail) (AC 14 + Dex (max 2)) - Starting equipment (class)
  5. a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship - Starting equipment (background)

Weapons

  1. a heavy crossbow (1d10 piercing - ammunition (100/400 ft.), heavy, loading, two-handed) - Starting equipment (class)
    • 20 bolts - Starting equipment (class)
  2. a dagger (1d4 piercing - finesse, light, thrown (20/60 ft.)) - Starting equipment (class)
  3. a baculite shell (quarterstaff) (1d6 bludgeoning, versatile (1d8)) - Starting equipment (class)
  4. a net (thrown 5/15 ft.) - Starting equipment (class)

Instruments & Tools

  1. a horn (musical instrument) - Starting equipment (background)

Other

  1. an explorer’s pack - Starting equipment (class)
    • a backpack
    • a bedroll
    • a mess kit
    • a tinderbox
    • 10 torches
    • 10 days of rations
    • a waterskin
    • 50 feet of hempen rope
  2. poorly wrought maps from your homeland that depict where you are in Ansalon - Starting equipment (background)
  3. A sea serpent puppet purchased in Vogler

Money

Money
Platinum (pp) Gold (gp) or Steel (stl) Bronze (bp) or Silver (sp) Copper (cp)
0 14 7 0

Trinket

57 - An indecipherable treasure map (PHB 159)

Edited by PhoenixSlayer (see edit history)
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Spells

Cantrips

  1. Shillelagh
  2. Thorn Whip

1st Level

  1. Ensnaring Strike©️
  2. Zephyr Strike©️
  3. Absorb Elements
  4. Speak with Animals (Primal Awareness)

2nd Level

  1. Pass without Trace©️
  2. Beast Sense (Primal Awareness)©️
Edited by PhoenixSlayer (see edit history)
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MerituuliToken.png.53f9774174cd1fbd27a1aa51cf1736c8.pngMerituuli Kaiutin
Level 4 Sea Elf Far Traveler Beast Master Ranger


AC: 18 (Scale Mail, +2 Shield) | HP: 48/48 (4d10+8+8) | Speed: 30 ft., Swim 30 ft.
Senses: passive Perception 18 (Expertise, Darkvision 60 ft.), Insight 16, Investigation 10
Str:Save: +3
Athletics: +3

Carrying Capacity: 180 lb.
Lift/Push/Drag: 360 lb.
12 (+1) | Dex:Initiative: +7 (Alert)
Save: +4
Acrobatics: +2
Sleight of Hand: +2
Stealth: +2☆

☆Disadvantage on Dexterity (Stealth) checks from Scale Mail Armor.
 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0
Arcana: +0
History: +0
Investigation: +0
Nature: +2
Religion: +0
10 (+0) | Wis:Save: +4
Animal Handling: +6
Insight: +6
Medicine: +4
Perception: +8★
Survival: +6

★Expertise in Perception (Deft Explorer - Canny)
18 (+4) | Cha:Save: -1
Deception: -1
Intimidation: -1
Performance: -1
Persuasion: -1
 8 (-1)

Languages: Common, Elvish, Kenderspeak, Kharolian, Khur


“My words” | ‘My thoughts’  | My actions . . .


Merituuli did some things. He said some things. He did some more things.

OOC

Alert: Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Action: —

Bonus Action: —

Movement: —

Reaction: —

Actions & Resources

Actions:

Baculite Shell (Shillelagh). Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 1d8+4 bludgeoning damage.

Thorn Whip. Melee Spell Attack: +6 to hit, range 30 ft., one target.
Hit: 1d6 piercing damage.

Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.
Hit: 1d10+2 piercing damage.

Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 1d4+2 piercing damage.

Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1d6+1 bludgeoning damage.
Versatile damage: 1d8+1 bludgeoning damage.

Net (thrown, special). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target.
Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

Bonus Actions:

Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

Other:

Favored Foe. When 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 can 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.

Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return.

 

Ammunition:

20/20 Crossbow Bolts

 

Class Features:

  • 2/2 Favored Foe Marks
  • 3/3 1st Level Spells

 

Edited by PhoenixSlayer (see edit history)
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Statblock

Medium humanoid (elf), Chaotic Good
Age: 68 years old | Height: 6′–5″ (196 cm) | Weight: 192 lbs. (87 kg)
Armor Class: 18 (breastplate, +2 shield) | Max HP: 58 (5d10 + 10 + 10 tough)
Speed: 30 ft., swim 30 ft.
Proficiency Bonus: +3

STR
12 (+1)

Save: +4
Athletics: +4
Carrying Capacity: 180 lb.
Lift/Push/Drag: 360 lb.

 

DEX
14 (+2)

Save: +5
Acrobatics: +2
Sleight-of-Hand: +2
Stealth: +2☆

 

CON
14 (+2)

Save: +2





 

INT
10 (+0)
Save: +0
Arcana: +0
History: +0
Investigation: +0
Nature: +3
Religion: +0
WIS
18 (+4)
Save: +4
Animal Handling: +7
Insight: +7
Medicine: +4
Perception: +10*
Survival: +7
CHA
8 (-1)
Save: -1
Deception: -1
Intimidation: -1
Performance: -1
Persuasion: -1

 


☆ Advantage (Sound Only) - Boots of Elvenkind
* Expertise in Perception.

Damage Resistances: Cold
Damage Immunities:
Conditions: Advantage on saves to avoid or end the Charmed condition, immune to Magical Sleep.

Senses: passive Perception 20 (Darkvision 60 ft.), passive Insight 17, passive Investigation 10
Languages: You can speak, read, and write Common, Elvish, Kenderspeak, Kharolian, and Khur.
Proficiencies: light armor, medium armor, shields, simple weapons, martial weapons, and horn (instrument). Two flexible weapon or tool proficiencies from Trance racial feature.

Actions

Baculite Shell (Shillelagh). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 1d8+4 bludgeoning damage.
Thorn Whip. Melee Spell Attack: +7 to hit, range 30 ft., one target.
Hit: 2d6 piercing damage.
Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target.
Hit: 1d10+2 piercing damage.
Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 1d4+2 piercing damage.
Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d6+1 bludgeoning damage.
Versatile damage: 1d8+1 bludgeoning damage.
Net (thrown, special). Ranged Weapon Attack: +5 to hit, range 5/15 ft., one target.
Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

Bonus Actions

Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

Reactions

None

Other

Favored Foe. When 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 can 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.

Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return.

Feats

Tough. Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Elven Accuracy. The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

  • Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Alert. Always on the lookout for danger, you gain the following benefits:

  • You gain a +5 bonus to initiative.
  • You can't be surprised while you are conscious.
  • Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
Edited by PhoenixSlayer (see edit history)
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2010-kabini-osprey.jpg.2fc78c838a7e1bc0d48144b4320c0ba5.jpgKalasääski
Level 4 Beast of the Sky


AC: 15 (Natural Armor) | HP: 20/20 (4d6+4) | Speed: 10 ft., fly 60 ft.
Senses: passive Perception 14 (Darkvision 60 ft.)
Str:Save: +0
Athletics: +0
6 (-2) | Dex:Save: +5
Acrobatics: +5
Sleight of Hand: +5
Stealth: +5
 16 (+3) | Con:Save: +3 13 (+1) | Int:Save: +1
Arcana: +1
History: +1
Investigation: +1
Nature: +1
Religion: +1
8 (-1) | Wis:Save: +4
Animal Handling: +4
Insight: +4
Medicine: +4
Perception: +4
Survival: +4
14 (+2) | Cha:Save: +2
Deception: +2
Intimidation: +2
Performance: +2
Persuasion: +2
 11 (+0)

Languages: understands the languages Merituuli speaks


Bird is the word.

OOC

Action: —

Bonus Action: —

Movement: —

Reaction: —

Actions & Resources

Actions:

Shred. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 1d4+5 slashing damage.

Other:

Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

 

Edited by PhoenixSlayer (see edit history)
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HP

New, Level 4 Max HP: 48! See below for hit die roll!

New Class Features

None!

ASI

Taking the Elven Accuracy (Wisdom) feat:

Prerequisite: Elf or half-elf

The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

  • Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. (Choosing Wisdom!)
  • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Dragonlance Campaign Level 4 Bonus Feat

Taking the Alert feat:

Always on the lookout for danger, you gain the following benefits:

  • You gain a +5 bonus to initiative.
  • You can't be surprised while you are conscious.
  • Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Spell Slots

Cantrips Known: 2 ▶ 2

Level 1: 3 ▶ 3

Edited by PhoenixSlayer (see edit history)
Name
HP Roll!
8
1d10 8
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