Sarikaya Komzin: Difference between revisions
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|+ Quick Info | |+ Quick Info | ||
|- | |- | ||
| Class: [[Ranger]] || Subclass: | | Class: [[Ranger]], Level 4 || Subclass: Conclave of the Cursed | ||
|- | |- | ||
| Race: Verdan || Alignment: Chaotic Neutral | | Race: Verdan || Alignment: Chaotic Neutral | ||
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| Armor Class (AC): 17 || Initiative Bonus: +4 | | Armor Class (AC): 17 || Initiative Bonus: +4 | ||
|- | |- | ||
| Max HP: | | Max HP: 37 || Speed: 30ft (Walking, Swimming, Climbing) | ||
|} | |} | ||
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|- | |- | ||
! Name !! Range !! Attack Roll !! Resources Expended !! Damage !! Notes | ! Name !! Range !! Attack Roll !! Resources Expended !! Damage !! Notes | ||
|- | |||
| Screaming Longbow || Ranged, 150/600ft || 1d20+6 || 1 Arrow || 1d8+4 Piercing, 2d4 Thunder Damage || On a Crit, creatures within 5ft of the target make a DC16 Constitution Saving Throw or be Deafened for 1 minute. | |||
|- | |- | ||
| Longbow || Ranged, 150/600ft || 1d20+6 || 1 Arrow || 1d8+4 Piercing Damage || N/A | | Longbow || Ranged, 150/600ft || 1d20+6 || 1 Arrow || 1d8+4 Piercing Damage || N/A | ||
|- | |- | ||
| Shortsword || Melee || 1d20+6 || N/A || 1d6+4 Piercing Damage || After attacking with a shortsword, you can use a Bonus Action to attack again with | | Shortsword || Melee || 1d20+6 || N/A || 1d6+4 Piercing Damage || After attacking with a shortsword, you can use a Bonus Action to attack again with a shortsword or handaxe, however you only deal 1d6 Piercing damage. | ||
|- | |||
| Handaxe || Melee, Ranged (20/60) || 1d20+3 || N/A || 1d6+1 Slashing Damage || After attacking with a handaxe, you can use a Bonus Action to attack again with a shortsword or handaxe, however you only deal 1d6 Piercing damage. | |||
|} | |} | ||
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|+ Ability Scores | |+ Ability Scores | ||
|- | |- | ||
| Strength: +1 ( | | Strength: +1 (13) || Dexterity: +4 (19) || Constitution: +2 (14) | ||
|- | |- | ||
| Intelligence: + | | Intelligence: +2 (14) || Wisdom: +2 (14) || Charisma: +0 (11) | ||
|} | |} | ||
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| Dexterity (+4) || Yes (+2) || +6 | | Dexterity (+4) || Yes (+2) || +6 | ||
|- | |- | ||
| Constitution (+ | | Constitution (+2) || No || +2 | ||
|- | |- | ||
| Intelligence ( | | Intelligence (+2) || No || +2 | ||
|- | |- | ||
| Wisdom (+2) || No || +2 (Advantage) | | Wisdom (+2) || No || +2 (Advantage) | ||
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! Skill !! Ability Score !! Proficiency !! Total Bonus | ! Skill !! Ability Score !! Proficiency !! Total Bonus | ||
|- | |- | ||
| Acrobatics || Dexterity (+4) || | | Acrobatics || Dexterity (+4) || Yes (+2) || +6 | ||
|- | |- | ||
| Animal Handling || Wisdom (+2) || | | Animal Handling || Wisdom (+2) || No || +2 | ||
|- | |- | ||
| Arcana || Intelligence (0) || No || +0 | | Arcana || Intelligence (0) || No || +0 | ||
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| Deception || Charisma (0) || No || +0 | | Deception || Charisma (0) || No || +0 | ||
|- | |- | ||
| History || Intelligence ( | | History || Intelligence (+2) || No || +2 | ||
|- | |- | ||
| Insight || Wisdom (+2) || Yes (+2) || +4 | | Insight || Wisdom (+2) || Yes (+2) || +4 | ||
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| Intimidation || Charisma (0) || No || +0 | | Intimidation || Charisma (0) || No || +0 | ||
|- | |- | ||
| Investigation || Intelligence ( | | Investigation || Intelligence (+2) || No || +2 | ||
|- | |- | ||
| Medicine || Wisdom (+2) || | | Medicine || Wisdom (+2) || No || +2 | ||
|- | |- | ||
| Nature || Intelligence ( | | Nature || Intelligence (+2) || Yes (+2) || +4 | ||
|- | |- | ||
| Perception || Wisdom (+2) || | | Perception || Wisdom (+2) || No || +2 | ||
|- | |- | ||
| Performance || Charisma (0) || No || +0 | | Performance || Charisma (0) || No || +0 | ||
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| Persuasion || Charisma (0) || No || +0 | | Persuasion || Charisma (0) || No || +0 | ||
|- | |- | ||
| Religion || Intelligence ( | | Religion || Intelligence (+2) || No || +2 | ||
|- | |- | ||
| Sleight of Hand || Dexterity (+4) || No || +4 | | Sleight of Hand || Dexterity (+4) || No || +4 | ||
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'''Tools.''' Banjo | '''Tools.''' Banjo | ||
== Features | == Features == | ||
=== Ranger Features === | === Ranger Features === | ||
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*You and your companions do not suffer a penalty to Wisdom (Perception) checks while traveling at a fast pace. | *You and your companions do not suffer a penalty to Wisdom (Perception) checks while traveling at a fast pace. | ||
== Verdan Features == | === Ranger Disciplines === | ||
'''Bird of Prey Companion.''' You gain a bird of prey as a companion, such as falcon, hawk, owl, or potentially bat. This companion uses the Hawk stats, but does not roll initiative or take turns in combat while you are conscious. You can cause any spells, attacks, or abilities that target the falcon to target you instead if possible. As a Bonus Action, you can direct your falcon to fly a number of feet up to its movement speed. During this movement, you can choose one creature within 5ft of the falcon to take Slashing Damage equal to your 3 + your Proficiency Bonus. If your companion dies, during your next long rest, you can call out to and bond with a new one. | |||
'''Snipe.''' Your Ranged Weapon attacks have doubled normal and long range and ignore 1/2 and 3/4 cover if you moved no more than half your speed on your turn. | |||
'''Immobilize.''' You know where and how to hit creatures to remove them from the fight temporarily. When you hit a creature with a weapon attack, you can force the creature to make a Constitution Saving Throw, on a failure, the target becomes Restrained until the end of your next turn. You can use this Discipline a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. | |||
=== Verdan Features === | |||
'''Size.''' Your size is Small. | '''Size.''' Your size is Small. | ||
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'''Limited Telepathy.''' You can speak mentally to any creature within 30ft of you as long as they understand a language. This talking is slow and you can only convey straightforward concepts. | '''Limited Telepathy.''' You can speak mentally to any creature within 30ft of you as long as they understand a language. This talking is slow and you can only convey straightforward concepts. | ||
== Outlander Features == | === Outlander Features === | ||
'''Wanderer.''' You have an excellent memory for maps and geography, and you have advantage on recalling the general layout of terrain, settlements, the general population of animals living there, 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. | '''Wanderer.''' You have an excellent memory for maps and geography, and you have advantage on recalling the general layout of terrain, settlements, the general population of animals living there, 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. | ||
=== Spells === | |||
==== Cantrips ==== | |||
{| class="wikitable" | |||
|+ Mind Sliver | |||
|- | |||
| Level: Cantrip || Casting Time: 1 Action || Enchantment | |||
|- | |||
| Range: 60ft || Duration: Instant || Components: V | |||
|} | |||
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. | |||
{| class="wikitable" | |||
|+ Toll the Dead | |||
|- | |||
| Level: Cantrip || Casting Time: 1 Action || Necromancy | |||
|- | |||
| Range: 60ft || Duration: Instant || Components: VS | |||
|} | |||
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. | |||
==== Level 1 Spells ==== | |||
{| class="wikitable" | |||
|+ Witch Bolt, Once per Long Rest | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a twig from a tree that has been struck by lightning) | |||
|} | |||
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 2d12 Lightning Damage. If you hit, then the target's speed is 0 and cannot be increased, and on each of your turns for the duration, you can use your action to deal 2d12 Lightning Damage to the target automatically.The spell ends if you use your action for anything else or if the target is ever outside the spell’s range or if it has total cover from you. | |||
== Magic Items == | |||
=== Rare === | |||
==== Screaming Longbow ==== | |||
''Longbow, Rare''<br> | |||
When you attack, you do an additional 2d4 Thunder Damage, if you crit, all creatures within 5ft of the target must succeed on a DC16 Constitution Saving Throw or be deafened for 1 minute. | |||
Creatures within a direct line and 80ft of the arrows flight path become aware of your presence as your arrows scream by. |
Latest revision as of 22:47, 27 September 2022
Sarikaya Komzin
Class: Ranger, Level 4 | Subclass: Conclave of the Cursed |
Race: Verdan | Alignment: Chaotic Neutral |
Background: Outlander | Game: Peril of the Fire Druid |
Combat
Armor Class (AC): 17 | Initiative Bonus: +4 |
Max HP: 37 | Speed: 30ft (Walking, Swimming, Climbing) |
Name | Range | Attack Roll | Resources Expended | Damage | Notes |
---|---|---|---|---|---|
Screaming Longbow | Ranged, 150/600ft | 1d20+6 | 1 Arrow | 1d8+4 Piercing, 2d4 Thunder Damage | On a Crit, creatures within 5ft of the target make a DC16 Constitution Saving Throw or be Deafened for 1 minute. |
Longbow | Ranged, 150/600ft | 1d20+6 | 1 Arrow | 1d8+4 Piercing Damage | N/A |
Shortsword | Melee | 1d20+6 | N/A | 1d6+4 Piercing Damage | After attacking with a shortsword, you can use a Bonus Action to attack again with a shortsword or handaxe, however you only deal 1d6 Piercing damage. |
Handaxe | Melee, Ranged (20/60) | 1d20+3 | N/A | 1d6+1 Slashing Damage | After attacking with a handaxe, you can use a Bonus Action to attack again with a shortsword or handaxe, however you only deal 1d6 Piercing damage. |
Stats
Strength: +1 (13) | Dexterity: +4 (19) | Constitution: +2 (14) |
Intelligence: +2 (14) | Wisdom: +2 (14) | Charisma: +0 (11) |
Ability Score | Proficiency | Total Bonus |
---|---|---|
Strength (+1) | Yes (+2) | +1 |
Dexterity (+4) | Yes (+2) | +6 |
Constitution (+2) | No | +2 |
Intelligence (+2) | No | +2 |
Wisdom (+2) | No | +2 (Advantage) |
Charisma (0) | No | +0 (Advantage) |
Skill | Ability Score | Proficiency | Total Bonus |
---|---|---|---|
Acrobatics | Dexterity (+4) | Yes (+2) | +6 |
Animal Handling | Wisdom (+2) | No | +2 |
Arcana | Intelligence (0) | No | +0 |
Athletics | Strength (+1) | Yes (+2) | +3 |
Deception | Charisma (0) | No | +0 |
History | Intelligence (+2) | No | +2 |
Insight | Wisdom (+2) | Yes (+2) | +4 |
Intimidation | Charisma (0) | No | +0 |
Investigation | Intelligence (+2) | No | +2 |
Medicine | Wisdom (+2) | No | +2 |
Nature | Intelligence (+2) | Yes (+2) | +4 |
Perception | Wisdom (+2) | No | +2 |
Performance | Charisma (0) | No | +0 |
Persuasion | Charisma (0) | No | +0 |
Religion | Intelligence (+2) | No | +2 |
Sleight of Hand | Dexterity (+4) | No | +4 |
Stealth | Dexterity (+4) | Yes (+2) | +6 |
Survival | Wisdom (+2) | Yes (+2) | +4 |
Proficiencies
Languages. Common, Primal, High-Speech, Elemental
Armor. Light Armor, Medium Armor, Shields
Weapons. Simple Weapons, Martial Weapons
Tools. Banjo
Features
Ranger Features
Favored Enemies. Elementals are your Favored Enemy, you can swap what creature type your Favored Enemy is, choosing one of the following creature types: aberrations, beasts, constructs, dragons, elementals, fey, giants, highlings, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and goblinoids) as favored enemies.
Skilled Hunter. While attacking your Favored Enemy (Elementals), you deal an extra 1d4 damage to them, you score a critical hit on a 19 or 20. Additionally, you have advantage (roll 2d20 and choose the higher roll) on Wisdom (Survival) checks to track your Favored Enemies (Elementals), and you have advantage (roll 2d20 and choose the higher roll) on Intelligence Checks to recall information about them.
Natural Explorer After you’ve spent three days traveling in a specific type of terrain, or ten days traveling on a specific landmass, it is considered to be your favored terrain until you haven’t spent a day traveling in that terrain or landmass for twenty days.
You gain the following benefits while traveling in your favored terrain:
- Difficult terrain does not slow your groups travel
- You have advantage on Wisdom or Intelligence checks made in relation to the terrain or landmass you are traveling on.
- If you or your companions forage for food, you find twice as much food and water
- You ignore extreme cold, extreme heat, strong wind, and heavy precipitation.
- You and your companions gain a +5 bonus to Wisdom (Perception) and Dexterity (Stealth) checks while traveling at a slow pace
- You and your companions are able to stealth even while traveling at a normal pace
- You and your companions do not suffer a penalty to Wisdom (Perception) checks while traveling at a fast pace.
Ranger Disciplines
Bird of Prey Companion. You gain a bird of prey as a companion, such as falcon, hawk, owl, or potentially bat. This companion uses the Hawk stats, but does not roll initiative or take turns in combat while you are conscious. You can cause any spells, attacks, or abilities that target the falcon to target you instead if possible. As a Bonus Action, you can direct your falcon to fly a number of feet up to its movement speed. During this movement, you can choose one creature within 5ft of the falcon to take Slashing Damage equal to your 3 + your Proficiency Bonus. If your companion dies, during your next long rest, you can call out to and bond with a new one.
Snipe. Your Ranged Weapon attacks have doubled normal and long range and ignore 1/2 and 3/4 cover if you moved no more than half your speed on your turn.
Immobilize. You know where and how to hit creatures to remove them from the fight temporarily. When you hit a creature with a weapon attack, you can force the creature to make a Constitution Saving Throw, on a failure, the target becomes Restrained until the end of your next turn. You can use this Discipline a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
Verdan Features
Size. Your size is Small.
Varied Talent. You gain two proficiencies, one with a simple or martial weapon, and one with a tool, whenever you finish a long rest, determined randomly, retaining these proficiencies until your next long rest.
Limited Telepathy. You can speak mentally to any creature within 30ft of you as long as they understand a language. This talking is slow and you can only convey straightforward concepts.
Outlander Features
Wanderer. You have an excellent memory for maps and geography, and you have advantage on recalling the general layout of terrain, settlements, the general population of animals living there, 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.
Spells
Cantrips
Level: Cantrip | Casting Time: 1 Action | Enchantment |
Range: 60ft | Duration: Instant | Components: V |
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
Level: Cantrip | Casting Time: 1 Action | Necromancy |
Range: 60ft | Duration: Instant | Components: VS |
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
Level 1 Spells
Level: 1 | Casting Time: 1 Action | Evocation |
Range: 30ft | Duration: 1 Minute (Concentration) | Components: VSM (a twig from a tree that has been struck by lightning) |
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 2d12 Lightning Damage. If you hit, then the target's speed is 0 and cannot be increased, and on each of your turns for the duration, you can use your action to deal 2d12 Lightning Damage to the target automatically.The spell ends if you use your action for anything else or if the target is ever outside the spell’s range or if it has total cover from you.
Magic Items
Rare
Screaming Longbow
Longbow, Rare
When you attack, you do an additional 2d4 Thunder Damage, if you crit, all creatures within 5ft of the target must succeed on a DC16 Constitution Saving Throw or be deafened for 1 minute.
Creatures within a direct line and 80ft of the arrows flight path become aware of your presence as your arrows scream by.