Thulram Harnik
Thulram is a sleek dwarf from Bloodwave Bay that specialized in hunting down great sea beasts. He's a fair haired individual that has a glorious full beard that he braids on occasions of dressing up.
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Children
Thulram Harnik
Dwarf (Hill)
Race
Bloodwave Bay-Copper Coveman
Origin
Ranger 9
Class & Level
Lawful Neutral
Alignment
Kaheeli
Deity
Freeman
Faction
Member
Rank/Position
13
Loyalty
Company
Strength
11
+0
Dexterity
22
+6
constitution
16
+3
intelligence
10
+0
wisdom
16
+3
charisma
11
+0
Total Hit Dice
9
Hit Die
Hit Die
1d10+3
+4
proficiency bonus
+4 | Strength |
+10 | Dexterity |
+3 | Constitution |
+0 | Intelligence |
+3 | Wisdom |
+0 | Charisma |
+10 | Acrobatics |
+3 | Animal Handling |
+0 | Arcana |
+4 | Athletics |
+0 | Deception |
+0 | History |
+3 | Insight |
+0 | Intimidation |
+0 | Investigation |
+7 | Martial |
+3 | Medicine |
+3 | Nature |
+7 | Perception |
+0 | Performance |
+4 | Persuasion |
+0 | Religion |
+6 | Sleight of Hands |
+9 | Stealth |
+7 | Survival |
42
MV
MV
1
Prestige
Prestige
2
Attunement Slots
Attunement Slots
18
Armor Class
Armor Class
99
Hit Points
Hit Points
+6
Initiative
Initiative
35
Speed
Speed
Might of the Sea | 1d20+10 | 1d8+2+6+4 |
---|---|---|
Rumbling Recurve | 1d20+13 | 1d8+1d6+6+1+4+2 |
Tools/Supplies
Weapons
Armor
Skills
Languages
Proficiences
Herbalism Kit (expertise), Brewer's Supplies, Cartographers Tools, Navigator's Tools, Waterborne Vehicles
Battleaxe, Handaxe, Light Hammer, Warhammer, simple weapons, martial weapons
Light armor, medium armor, shields
Skills
Perception, Survival, Martial, Nature(lip service), Athletics (origin), Persuasion (origin), Str and dex saving throws
Common, dwarvish, Draconic, Undercommon
Proficiences
1st Level Spells
Hunter's Mark
Cure Wounds
1 evocation
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Paladin, Ranger
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.
Absorb elements
Zephyr Strike
2nd level Spells
Pass Without Trace
3rd Level Spells
Conjure Barrage
Spellcasting
Hunter's Mark
1st-level divination
Casting Time: 1 bonus action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Casting Time: 1 bonus action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
1 evocation
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Paladin, Ranger
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.
A Elemental Evil spell
Abjuration
Level: 1
Casting time: Special
Range: Self
Components: S
Duration: 1 round
1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher level
When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Abjuration
Level: 1
Casting time: Special
Range: Self
Components: S
Duration: 1 round
1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher level
When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Zephyr Strike
Level: 1
Casting Time: 1 bonus action
Duration: Concentration, up to 1 minute
Range: Self
Components: V
Ritual: False
Concentration: True
___________________________
Description
You move like the wind. For the duration, your movement doesn't provoke opportunity attacks.
In addition, the first time you make a weapon attack on your turn before the spell ends, you make the attack roll with advantage, and your speed increases by 30 feet until the end of that turn.
Level: 1
Casting Time: 1 bonus action
Duration: Concentration, up to 1 minute
Range: Self
Components: V
Ritual: False
Concentration: True
___________________________
Description
You move like the wind. For the duration, your movement doesn't provoke opportunity attacks.
In addition, the first time you make a weapon attack on your turn before the spell ends, you make the attack roll with advantage, and your speed increases by 30 feet until the end of that turn.
2nd level Spells
Pass Without Trace
2nd-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
Duration: Concentration, up to 1 hour
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Casting Time: 1 action
Range: Self
Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
Duration: Concentration, up to 1 hour
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
3rd Level Spells
Conjure Barrage
3rd-level conjuration
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S, M (one piece of ammunition or a thrown weapon)
Duration: Instantaneous
You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S, M (one piece of ammunition or a thrown weapon)
Duration: Instantaneous
You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.
Spellcasting
Bruce
Weapons
Rumbling Recurve(Attuned)
Umbral Shroud (attuned)
Might of the Sea
Magic Items
Potions/scrolls
Equipment
Armor/Clothes
Currency
Crafting Mats
Equipment
Bruce the crocodile
Large beast, unaligned
Armor Class: 20 (Natural Armor +3(dex)+4(proficency))
Hit Points: 47 (3d8 + 6)
Speed: 30 ft., swim 30 ft., Fly 30 ft.
Str 16, Dex 16, Con 14, Int 7, Wis 10, Cha 10
Skills(proficent): Athletics +7, Perception +4, Stealth +7, Acrobatics +7, Survival +4 all saving throws
Senses: darkvision 60 ft., passive Perception 13
Languages: —
Challenge 1/2 (100 XP)
Amphibious. The companion can breath in the air and underwater
Steady Breath. The companion can breath normally at high altitudes.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage (1d8 if Large, 2d6 if Huge).
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 +3) piercing damage (1d6 if Large, 1d8 if Huge).
Improved Blinding Mist - As an action, your companion can expel a 20-foot-radius cloud that extends around itself. The area is heavily obscured for 1 minute, although a significant water current or wind can disperse the cloud. After releasing the cloud, your companion can use the Dash action as a bonus action. You and your companion can see through this cloud. This ability recharges on a short or long rest.
This evolution can not be repeated.
(Prerequisite: Blinding Mist evolution)
Evolutions
ASI - +2 Dex 2
ASI - +2 Dex 2
medium build - 1
Large build - 3
Blinding Mist - 2
Improved Blinding Mist - 3
Large beast, unaligned
Armor Class: 20 (Natural Armor +3(dex)+4(proficency))
Hit Points: 47 (3d8 + 6)
Speed: 30 ft., swim 30 ft., Fly 30 ft.
Str 16, Dex 16, Con 14, Int 7, Wis 10, Cha 10
Skills(proficent): Athletics +7, Perception +4, Stealth +7, Acrobatics +7, Survival +4 all saving throws
Senses: darkvision 60 ft., passive Perception 13
Languages: —
Challenge 1/2 (100 XP)
Amphibious. The companion can breath in the air and underwater
Steady Breath. The companion can breath normally at high altitudes.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage (1d8 if Large, 2d6 if Huge).
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 +3) piercing damage (1d6 if Large, 1d8 if Huge).
Improved Blinding Mist - As an action, your companion can expel a 20-foot-radius cloud that extends around itself. The area is heavily obscured for 1 minute, although a significant water current or wind can disperse the cloud. After releasing the cloud, your companion can use the Dash action as a bonus action. You and your companion can see through this cloud. This ability recharges on a short or long rest.
This evolution can not be repeated.
(Prerequisite: Blinding Mist evolution)
Evolutions
ASI - +2 Dex 2
ASI - +2 Dex 2
medium build - 1
Large build - 3
Blinding Mist - 2
Improved Blinding Mist - 3
Longbow, two shortswords, one rapier, 192 arrows+quiver
Rumbling Recurve
+1 Longbow – Very Rare (4,300gp, 43 days to craft) – Attunement
This weapon has the following mundane properties:
• You deal an additional 1 thunder damage on a hit with this weapon.
• You deal an additional 1 lightning damage on a hit with this weapon.
An enchanted longbow whose strings fill with visible static when drawn. Aftershocks can be felt once the arrow hits its mark
Your Dexterity score is increased by 3, to a maximum equal to your ability score cap.
Ranged attacks made with this weapon deal an additional 1d6 lightning damage.
Charged Shot: As an action you can focus all your might into one, explosive shot. Make a ranged attack using this bow against a creature within 150 feet of you. On a hit, the target takes an additional 2d6 lightning damage. Hit or miss, the shot explodes with thunderous energy. The target and each creature within 5 feet of it must succeed on a DC 15 Constitution saving throw or take 2d6 thunder damage. Once you use this ability you cannot do so again until you finish a short or long rest.
[Base Material, Enchantment]
+1 Longbow – Very Rare (4,300gp, 43 days to craft) – Attunement
This weapon has the following mundane properties:
• You deal an additional 1 thunder damage on a hit with this weapon.
• You deal an additional 1 lightning damage on a hit with this weapon.
An enchanted longbow whose strings fill with visible static when drawn. Aftershocks can be felt once the arrow hits its mark
Your Dexterity score is increased by 3, to a maximum equal to your ability score cap.
Ranged attacks made with this weapon deal an additional 1d6 lightning damage.
Charged Shot: As an action you can focus all your might into one, explosive shot. Make a ranged attack using this bow against a creature within 150 feet of you. On a hit, the target takes an additional 2d6 lightning damage. Hit or miss, the shot explodes with thunderous energy. The target and each creature within 5 feet of it must succeed on a DC 15 Constitution saving throw or take 2d6 thunder damage. Once you use this ability you cannot do so again until you finish a short or long rest.
[Base Material, Enchantment]
Umbral Shroud
Wondrous (Cape) - Very Rare (4,000gp, 40 Days) - Attunement
The cloak looks ordinary with a nice mist green color until the wearer crosses into any shadows. Once inside any darkness, the cloak shifts to midnight black to prevent any prying eyes.
Your Dexterity score increases by 3, up to a maximum equal to your ability score cap.
One with the Shadows. Dexterity (Stealth) checks you make are increased by 3.
Hide in Plain Sight. You can cast the Nondetection spell on yourself as an action. You can cast this spell once, regaining the use after finishing a long rest.
Wondrous (Cape) - Very Rare (4,000gp, 40 Days) - Attunement
The cloak looks ordinary with a nice mist green color until the wearer crosses into any shadows. Once inside any darkness, the cloak shifts to midnight black to prevent any prying eyes.
Your Dexterity score increases by 3, up to a maximum equal to your ability score cap.
One with the Shadows. Dexterity (Stealth) checks you make are increased by 3.
Hide in Plain Sight. You can cast the Nondetection spell on yourself as an action. You can cast this spell once, regaining the use after finishing a long rest.
Might of the Sea
Rapier - Major Rare - 1848 GP, 21 Days
This weapon has the following mundane properties:
• You deal an additional 1 lightning damage on a hit with this weapon.
• You deal an additional 1 thunder damage on a hit with this weapon.
A mighty rapier, poised to strike at any enemy who dares strike at at wielder as they defend those who stand with them and the sea.
Living for the Sea. When an enemy misses you, you can use your reaction to make an attack with this weapon with an additional 1d6 Lightning damage. You can do so once per day, regaining the use at dawn.
Swiftness of the Shores. When you move towards an enemy, you can move an additional 10 feet if you cannot reach them. You can do this twice per day, regaining both uses at dawn.
Due to a material used, the overall cost has been lowered, and the amount you can spend per day is 88 gp.
[Base Material]
Rapier - Major Rare - 1848 GP, 21 Days
This weapon has the following mundane properties:
• You deal an additional 1 lightning damage on a hit with this weapon.
• You deal an additional 1 thunder damage on a hit with this weapon.
A mighty rapier, poised to strike at any enemy who dares strike at at wielder as they defend those who stand with them and the sea.
Living for the Sea. When an enemy misses you, you can use your reaction to make an attack with this weapon with an additional 1d6 Lightning damage. You can do so once per day, regaining the use at dawn.
Swiftness of the Shores. When you move towards an enemy, you can move an additional 10 feet if you cannot reach them. You can do this twice per day, regaining both uses at dawn.
Due to a material used, the overall cost has been lowered, and the amount you can spend per day is 88 gp.
[Base Material]
Magic Items
Freemen Cloak
Cloak - This cloak provides not only a convenient method to display one's own sigil, but it also is infused with the freedom of the sea, you gain advantage on any saving throw that would impede your movement.
Liberate the Mountains
Tier 2 Prestige 2 Mission Reward
+1 Masterwork Krazaxian Tower Shield - Major Rare (3,000gp) - Attunement
“The harsh mountains of Krazax care for no one, but you will be the shield for those who cannot defend themselves.”
This shield has a bronze outer rim, and dark oaken construction, the insignia of Krazax painted on the face of it is faded and scratched away.
This item has the following mundae properties: You gain half-cover while wielding this shield, but also gain disadvantage on attack rolls against targets within 5 feet.
Carry Their Burden. When an ally within 10 feet of you takes damage you can use your reaction, and before any other effects are determined, to take half of the damage they would suffer, and give them 2d4 Temporary Hit Points. You can use this feature three times, regaining all expended uses after finishing a long rest.
Enhanced Protection. If you possess the Protection Fighting Style, whenever you would use this on an ally, you can impose disadvantage on a number of attacks to half of your proficiency bonus rounded down (Minimum of once). You can use this feature twice, regaining all expended uses after finishing a long rest.
Bound by Honour. Slamming a heavy hand against the shield, you summon the might of an old Krazaxian commander. As an action, you give all allies within 10 feet gain a +1 bonus to AC for the next 3 turns. If a hostile creature would miss an attack against an ally under this effect, you may make a melee weapon attack against the creature using your reaction. The bonus to AC fades at the beginning of the start of your turn after three rounds. You can use this feature once, regaining the use of this feature after finishing a short or long rest.
For Krazax!. Letting out a mighty battle cry, you bolster the confidence of allies around you. As an action, all allies within 30 feet may make an attack roll against the nearest creature to them. Ranged weapons must be within their lower range increment. You can use this feature once, regaining all expended uses after finishing a long rest.
This item is Glorybound.
Cloak - This cloak provides not only a convenient method to display one's own sigil, but it also is infused with the freedom of the sea, you gain advantage on any saving throw that would impede your movement.
Liberate the Mountains
Tier 2 Prestige 2 Mission Reward
+1 Masterwork Krazaxian Tower Shield - Major Rare (3,000gp) - Attunement
“The harsh mountains of Krazax care for no one, but you will be the shield for those who cannot defend themselves.”
This shield has a bronze outer rim, and dark oaken construction, the insignia of Krazax painted on the face of it is faded and scratched away.
This item has the following mundae properties: You gain half-cover while wielding this shield, but also gain disadvantage on attack rolls against targets within 5 feet.
Carry Their Burden. When an ally within 10 feet of you takes damage you can use your reaction, and before any other effects are determined, to take half of the damage they would suffer, and give them 2d4 Temporary Hit Points. You can use this feature three times, regaining all expended uses after finishing a long rest.
Enhanced Protection. If you possess the Protection Fighting Style, whenever you would use this on an ally, you can impose disadvantage on a number of attacks to half of your proficiency bonus rounded down (Minimum of once). You can use this feature twice, regaining all expended uses after finishing a long rest.
Bound by Honour. Slamming a heavy hand against the shield, you summon the might of an old Krazaxian commander. As an action, you give all allies within 10 feet gain a +1 bonus to AC for the next 3 turns. If a hostile creature would miss an attack against an ally under this effect, you may make a melee weapon attack against the creature using your reaction. The bonus to AC fades at the beginning of the start of your turn after three rounds. You can use this feature once, regaining the use of this feature after finishing a short or long rest.
For Krazax!. Letting out a mighty battle cry, you bolster the confidence of allies around you. As an action, all allies within 30 feet may make an attack roll against the nearest creature to them. Ranged weapons must be within their lower range increment. You can use this feature once, regaining all expended uses after finishing a long rest.
This item is Glorybound.
Bandolier 1: 3 Potions of superior healing
Bandolier 2: 2 potions of superior healing, 1 potion of invulnerability
Bandolier(unequiped) :
5 potions of greater healing 6 Potions of healing 1 scroll of gentle repose 1 scroll of pass without trace 6 potion of invulnerability 2 potions of heroism, 7 PWT scrolls, 14 potions of cold resist 3 reagents of cold resist x2 Oil of Sharpness (+2) x2 Potion of Invisibility x2 Oil of Etherealness
x4 Potion of Flying (Not on bandolier's)
Bandolier 2: 2 potions of superior healing, 1 potion of invulnerability
Bandolier(unequiped) :
5 potions of greater healing 6 Potions of healing 1 scroll of gentle repose 1 scroll of pass without trace 6 potion of invulnerability 2 potions of heroism, 7 PWT scrolls, 14 potions of cold resist 3 reagents of cold resist x2 Oil of Sharpness (+2) x2 Potion of Invisibility x2 Oil of Etherealness
x4 Potion of Flying (Not on bandolier's)
Equipment
Bullseye Lantern, Hourglass,Explorer's pack,Aquamarine amulet, Cartographer's tools, Navigator's tools, 50 feet of silk rope. 5ft big and soft plushie
Masterwork Studded Leather armor (e), Masterwork Breastplate, a set of common clothes, leather armor, 5 sets of traveler's clothes, 1 exotic saddle
3964gp, 5 sp, 5 crafting tokens
Crafting Mats
Equipment
Freeman
Faction
Faction
The Mad Man
Stat Array
Stat Array
Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
• Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
• Your ranged weapon attacks ignore half cover and three-quarters cover.
• Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Squat Nimbleness
Prerequisites: Dwarf or a Small race
You are uncommonly nimble for your race. You gain the following benefits:
Increase your Strength or Dexterity by 1, to a maximum of 20. (+1 dex)
Increase your walking speed by 5 feet.
You gain proficiency in the Acrobatics or Athletics skill (your choice). (acrobatics)
You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
Racial
Origin
Class
Faction
Class/Racial Features & Traits
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
• Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
• Your ranged weapon attacks ignore half cover and three-quarters cover.
• Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Prerequisites: Dwarf or a Small race
You are uncommonly nimble for your race. You gain the following benefits:
Increase your Strength or Dexterity by 1, to a maximum of 20. (+1 dex)
Increase your walking speed by 5 feet.
You gain proficiency in the Acrobatics or Athletics skill (your choice). (acrobatics)
You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
Racial
Stat bonuses : +1 wis, +2 con
Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Stonecunning: Whenever you make an Intelligence (History) check related to the Origin of stonework, you are considered proficient in the History skill and add double your Proficiency Bonus to the check, instead of your normal Proficiency Bonus.
Dwarven Resilience: You have advantage on Saving Throws against poison, and you have Resistance against poison damage.
Tool Proficiency. You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools. (Choose brewer's supplies)
Darkvision: Accustomed to life Underground, you have superior vision in dark and dim Conditions. 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.
Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Stonecunning: Whenever you make an Intelligence (History) check related to the Origin of stonework, you are considered proficient in the History skill and add double your Proficiency Bonus to the check, instead of your normal Proficiency Bonus.
Dwarven Resilience: You have advantage on Saving Throws against poison, and you have Resistance against poison damage.
Tool Proficiency. You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools. (Choose brewer's supplies)
Darkvision: Accustomed to life Underground, you have superior vision in dark and dim Conditions. 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.
Origin
Profit, Profit, Profit. That is the word that opens doors and feed mouths. You have learned skills to ensure it for yourself. Skill Prof – Persuasion
You're better than most at getting paid. You gain 10% more on official rewards for story arcs and missions.
You don't live on these waters, without learning to swim good and proper. Skill Prof – Athletics
The sea is unforgiving and is constantly moving. +1 to Dexterity
You're better than most at getting paid. You gain 10% more on official rewards for story arcs and missions.
You don't live on these waters, without learning to swim good and proper. Skill Prof – Athletics
The sea is unforgiving and is constantly moving. +1 to Dexterity
Class
Ranger Favored Enemies: Beasts, Aberrations (lvl 6 +4 to damage rolls/ adv on saves vs abberrations)
Language learned : draconic (lvl1), Undercommon (lvl 6)
Natural Explorer:
You ignore difficult terrain.
You have advantage on initiative rolls.
On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
Difficult terrain doesn't slow your group's travel.
Your group can't become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), 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.
Primeval Awareness
Beginning at 3rd level, 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.
Fighting Style: Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Coordinated Extra Attack
Beginning at 5th level, you and your animal companion form a more potent fighting force. When you use the Attack action on your turn, you can either attack twice, instead of once, or, if your companion can see you, you can forfeit one of your attacks to have your companion use its reaction to make a melee attack.
This does not stack with the Extra Attack class feature of other classes.
Your companion’s attacks are considered magical for the purposes of bypassing resistance.
Scalecaller Conclave : Piscine
Fleet of Foot
Beginning at 8th level, you can use the Dash action as a bonus action on your turn.
Language learned : draconic (lvl1), Undercommon (lvl 6)
Natural Explorer:
You ignore difficult terrain.
You have advantage on initiative rolls.
On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
Difficult terrain doesn't slow your group's travel.
Your group can't become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), 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.
Primeval Awareness
Beginning at 3rd level, 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.
Fighting Style: Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Coordinated Extra Attack
Beginning at 5th level, you and your animal companion form a more potent fighting force. When you use the Attack action on your turn, you can either attack twice, instead of once, or, if your companion can see you, you can forfeit one of your attacks to have your companion use its reaction to make a melee attack.
This does not stack with the Extra Attack class feature of other classes.
Your companion’s attacks are considered magical for the purposes of bypassing resistance.
Scalecaller Conclave : Piscine
Fleet of Foot
Beginning at 8th level, you can use the Dash action as a bonus action on your turn.
Faction
Kaheeli’s Kiss
A Freemen that takes this mark, receives only half the normal healing they would receive, but they deal an additional 4 damage on any weapon damage roll they would make.
Shanties
When freemen work together anything is possible and many have underestimated the spirit of the salty veterans. A shanty can only be activated with at least two freemen present. Each additional freemen increases the effects of such an ability. X in these abilities is represented by the number of Freemen. While performing a shanty, the participants cannot do anything else other then spend actions on the shanty, take a bonus action or move. Once one shanty is performed, that shanty cannot be performed again until a short rest is completed. Bard Freemen count as two in these calculations.
Leave Her Johnny
This shanty takes 1 round to complete. When it is completed all allies within 60 feet are healed by Xd10.
Whiskey in the Jar
This shanty takes 1 round to complete. When completed, all allies within 60 feet can immediately move up to 10 feet x X . This movement does not provoke attacks of opportunity and can cause a paralyzed or stunned ally to move.
The Cruel Wars
This shanty takes 10 minutes to perform. When completed, all allies within 60 feet gain a +2 to damage against humanoid enemies. This lasts for 10 minutes.
Loyalty: +5 HP
A Woman's Scorn - Increase all Thunder and Lightning damage dealt by 1d6. If an effect deals both thunder and lightning damage, increase both damage types by 1d6. This effect can only occur once per source and once per turn.
A Freemen that takes this mark, receives only half the normal healing they would receive, but they deal an additional 4 damage on any weapon damage roll they would make.
Shanties
When freemen work together anything is possible and many have underestimated the spirit of the salty veterans. A shanty can only be activated with at least two freemen present. Each additional freemen increases the effects of such an ability. X in these abilities is represented by the number of Freemen. While performing a shanty, the participants cannot do anything else other then spend actions on the shanty, take a bonus action or move. Once one shanty is performed, that shanty cannot be performed again until a short rest is completed. Bard Freemen count as two in these calculations.
Leave Her Johnny
This shanty takes 1 round to complete. When it is completed all allies within 60 feet are healed by Xd10.
Whiskey in the Jar
This shanty takes 1 round to complete. When completed, all allies within 60 feet can immediately move up to 10 feet x X . This movement does not provoke attacks of opportunity and can cause a paralyzed or stunned ally to move.
The Cruel Wars
This shanty takes 10 minutes to perform. When completed, all allies within 60 feet gain a +2 to damage against humanoid enemies. This lasts for 10 minutes.
Loyalty: +5 HP
A Woman's Scorn - Increase all Thunder and Lightning damage dealt by 1d6. If an effect deals both thunder and lightning damage, increase both damage types by 1d6. This effect can only occur once per source and once per turn.
Class/Racial Features & Traits