Sprite
Ability Score Increase
Languages
- Common (Sea)
- Sylvan (Seelie)
Dark Vision (60 feet)
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 can’t discern color in darkness, only shades of gray.
Fey Creature
Sprites are creatures with the fey sub-type.
Laughing Mad
You are immune to the Confusion spell and forms of madness that are not fey in origin.
Petite Stature
You cannot wield two-handed or heavy weapons, you cannot wear medium or heavy armor, and you cannot carry other creatures when you fly unless otherwise stated from your choice of wings.
Strong Wing
Your wings are long and feathered much like those of a bird. You can carry one creature of medium size or smaller so long as you have the lifting capacity to do so. Additionally, you have advantage on checks and saving throws made to resist effects that would cause you to fall or fail at flying.
Stat Array
Madman
- 10 STR
- 15 DEX
- 15 CON
- 11 INT
- 14 WIS
- 11 CHA
Origin
Bloodwave Bay
- +1 DEX
- Skill Proficiency - Athletics
Whispering Isles
- You may cast Speak With Dead once per long rest.
- You have advantage on Charisma skill checks versus spirits and undead creatures.
- Skill Proficiency - Deception
Deity
Wode
Skill Proficiency - Stealth
Ranger (Revised)
Proficiencies
- Weapons: Simple, Martial
- Armor: Light, Medium, Shields
- Saving Throws: Strength, Dexterity
- Skills: Investigation, Martial, Perception
Favored Enemy (Monstrosities)
- In addition to its normal effects, you gain advantage on Wisdom (Martial) checks against your chosen favored enemy.
- You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type.
- You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
- When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creature associated with it. However, you are free to pick any language you wish to learn. Draconic (Fang)
Natural Explorer
You are a master of navigating the natural world, and you react with swift and decisive action
when attacked. This grants you the following benefits:
You ignore difficult terrainYou have advantage on initiative rollsOn your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted
When traveling for more than an hour:
- Difficult terrain doesn't slow your group's travel
- Your group can't become lost except by magical means
- Even when engaged in another activity while traveling, you remain alert to danger
- If you are traveling alone, you can move stealthily at a normal pace
- When you forage, you find twice as much food as you normally would
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area
Fighting Style (Defensive)
While you are wearing armor, you gain a +1 bonus to AC
Spellcasting
Primeval Awareness
Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit.Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent.You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby.
- By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you.
- This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.
- If there are multiple groups of your favored enemies within range, you learn this information for each group.
Ranger Conclave
You choose to emulate the ideals and training of a ranger conclave. Your choice grants you additional features. Monster Slayer
Ability Score Improvement
Resilient
- +1 Constitution
- Proficiency in Constitution saving throws
Greater Favored Enemy (Dragons)
- In addition to its normal effects, you gain advantage on Wisdom (Martial) checks against your chosen favored enemy.
- Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. Celestial (Archon)
- Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.
Fleet of Foot
You can use the Dash action as a bonus action on your turn.
Ability Score Improvement
Warcaster
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
- You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
- When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Monster Slayer
Monster Slayer Magic
Hunter's Sense
- You gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
- You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Slayer's Prey
- You can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
- This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Supernatural Defense
You gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.
Rogue
Multiclass Proficiencies
- Armor: Light
- Tools: Thieves' Tools
- Skills: Acrobatics
Expertise
- Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Martial, Perception
Sneak Attack
- Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
- You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
Thieves' Cant
- During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
- In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Cunning Action
You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Scout
Skirmisher
You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.
Survivalist
You gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Linnorm Lords
Mark of Crovux
Members of this faction are marked by a carved tattoo upon their face, it can look as stylish as you wish, but you must never hide it, for a lion does not hide from a mouse. This mark is recognized as a symbol of the faction by those who are not members.
Attribute Cap Increase
+4 to any ability score; This boosts the maximum but not the score itself. Dexterity
Language of the Primal Dragons
You learn to speak, understand, and write Primordial (Linnorm).
Linnormous Blessing
You are blessed with life energy, increasing your hit point by 10.
First of the Fells
The character gains cold resistance. In addition you deal an additional 2 cold damage per cold damage source. (This effect is additive and stacks with other blessings.)
The Mastermind
The character gains lightning resistance. In addition you deal an additional 2 lightning damage per lightning damage source. (This effect is additive and stacks with other blessings.)
Academies
Permanent Completions
- Language: Wicked
- Amateur Training: Smith's Tools
- Expertise Training: Thieves' Tools
Class/Racial Features & Traits
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