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Nionel Darkwood

Primeval Guardian Ranger 4 Class & Level
Outlander Background
Half-Elf Race
Chaotic Neutral Alignment

Strength 11
+0
Dexterity 17
+3
constitution 15
+2
intelligence 10
+0
wisdom 12
+1
charisma 16
+3
Total Hit Dice 4
Hit Die 1d10+2
2 proficiency bonus
13 Passive perception
2 Strength
5 Dexterity
2 Constitution
0 Intelligence
1 Wisdom
3 Charisma
saving throws
5 Acrobatics
1 Animal Handling
0 Arcana
2 Athletics
5 Deception
0 History
1 Insight
3 Intimidation
0 Investigation
1 Medicine
2 Nature
3 Perception
5 Performance
3 Persuasion
0 Religion
3 Sleight of Hands
5 Stealth
3 Survival
skills
14
AC

Hit Points
3
Initiative
30ft
Speed
Tool Proficiency: Lute
Weapon Proficiency: Martial & Simple
Armor Proficiency: Light, Medium, & Shields
Language Proficiency: Common, Dwarvish, Elvish, Goblin, Halfling, and Orc
Proficiencies
Longbow: 1d20+7 1d8+3 Piercing
Dagger: 1d20+5 1d4+3 Piercing
Glaive: 1d20+4 1d10+2 Slashing
Longbow Attack: +5 1d20+7 1d8+3 Damage: 1d8+3
Dagger Attack: +5 1d20+5 1d4+3 Damage: 1d4+3
Glaive Attack: +4 1d20+4 1d10+2 Damage: 1d10+2 Attacks
You have learned to use the magical essence of nature to cast spells, much as a druid does.

Spell Slots: Refer to ranger table. To regain expended slots must finish a long rest.
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+Proficiency Bonus+Wisdom Modifier
Spell Attack Modifier= Proficiency Bonus+Wisdom Modifier
Spellcasting

Equipment
Distrustful of Humans. I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.
Personality Traits
Change. Life is like seasons, in constant change, and we must change with it (Chaotic)
Ideals
My family, clan, or tribe is the most important thing in my life, even when they are far from me.
Bonds
Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak
Flaws
Wanderer: You have excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water and so forth.
Darkvision: You can see in dim light within 60ft 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 grey.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Fighting Style: Archery: You gain +2 bonus to attack rolls you make with ranged weapons.
Piercing Thorns: Once during each of your turns, you can deal an addtional 1d6 piercing damage to one creature you hit with a weapon attack.
Guardian Magic: Learn additional spells when you reach certain levels in this class. These do not count against your know spells count.
  • at 3rd lvl Entangle
  • at 5th lvl Enhance Ability
  • at 9th lvl Conjure Animals
  • at 13th lvl Giant Insect
  • at 17th lvl Insect Plague
Guardian Soul:You gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. You undergo the following changes while in your guardian form:
  • Your size becomes Large, unless you were larger.
  • Any speed you have becomes 5ft, unless the speed was lower.
  • Your reach increases by 5ft.
  • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.
Favored Enemy: Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Humans you gain a +2 Bonus to damage rolls with weapon attacks against Humans. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. Favored Terrain:(Forest) While traveling in your favored terrain for an hour or more, you gain the following benefits:
  • Difficult terrain doesn't slow your group's travel
  • Your group can't become lost except by magical means
  • If you are traveling alone, you can move stealthily at a normal pace
  • Even when you are engaged in another activity while traveling you remain alery to danger
  • When you forage, you find twice as much food as you would normally
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area
You choose additional favored terrain types at 6th & 10th level.

Features & Traits

Created by

TygerLillyShchmee.

Statblock Type

Character Sheet (2018)

Link/Embed