CHARACTERISTICS
Stärke 8 (-1)
Geschicklichkeit 20 (+5)
Konstitution 11 (+0)
Intelligenz 16 (+3)
Weisheit 16 (+3)
Charisma 8 (-1)
Rüstungsklasse: 16
Hit Points: 30 (1d10+2)
Nahkampf: Scimitar (Meisterarbeit) +7, 1d6+4
Scimitar +6, 1d6+4
Dagger +6, 1d4+4
Fernkampf: Dagger +6, 1d4+4, Range 20/60
Colossus SlayerYour tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Initiative: +4
Wahrnehmung: Dunkelsicht 60 Fuß, Passive Wahrnehmung 15
PROFICIENCIES
Proficiency Bonus: +2
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Thiefs Tools, Gaming Set
Saving Throws: Strength, Dexterity (bei Wisdom + Intelligenz kann Insight gewürfelt werden)
Skills: Insight, Investigation, Perception, Stealth, Survival
Schemata: Bounty Hunter
Personality Traits: I am incredibly slow to trust. Those who seem the fairest often have the most to hide
Ideals: Chains are meant to be broken, as are those who would forge them
Bonds: I will become the greatest Bounty Hunter that ever lived
Flaws: An innocent person is in prison for a crime that I committed. I'm okay with that
SKILLS
Athletics (Athletik): -1
Acrobatics (Akrobatik): +4
Sleight of Hand (Fingerfertigkeit): +4
Stealth (Heimlichkeit): +6
Arcana (Magie): +1
History (Geschichte): +1
Investigation (Untersuchen): +3
Nature (Natur): +1
Religion (Religion): +1
Animal Handling (Mit Tieren umgehen): +3
Insight (Motiv Erkennen): +7
Medicine (Medizin): +3
Perception (Wahrnehmung): +5
Survival (Überlebenskunst): +5
Deception (Täuchen): -1
Intimidation (Einschüchtern): -1
Performance (Auftreten): -1
Persuasion (Überzeugen): -1
SPECIAL ABILITIES
Racial Traits: Ability Score Increase When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type You are a Humanoid.
Size You are Medium or Small. You choose the size when you select this race.
Speed Your walking speed is 35 feet.
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.
Unending Breath You can hold your breath indefinitely while you’re not incapacitated.
Lightning Resistance You have resistance to lightning damage.
Mingle with the Wind You know the Shocking Grasp cantrip. Starting at 3rd level, you can cast the Feather Fall spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Levitate spell with this trait, without requiring a material component. Once you cast Feather Fall or Levitate with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Wisdom is your spellcasting ability for these spells when you cast them with this trait.
Languages Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Class Features:Favored FoeWhen 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 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.
Deft ExplorerYou 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 when you reach 6th level and 10th level in this class.
Canny (1st Level)
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill. (Insight)
You can also speak, read, and write 2 additional languages of your choice.
Roving (6th Level)
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
Tireless (10th Level)
As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
Fighting StyleAt 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
SpellcastingBy the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.
Spell SlotsThe 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 AbilityWisdom 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
Primal AwarenessYou 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.
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.
Ranger ConclaveAt 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level
HunterAbility Score ImprovementWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Land's StrideStarting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.
Nature's Veil (10th Level)You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
VanishStarting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
Feral SensesAt 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
Foe SlayerAt 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Feats: −
Danger SenseBackground Feature: Ear to the Ground
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
EQUIPMENT
Diebeswerkzeuge: Dieser Satz von Werkzeugen enthält eine kleine Datei, eine Reihe von Lock Picks, einen kleinen Spiegel auf einem Metallgriff montiert, eine Reihe von schmalblättrigen Scheren und eine Zange. Mit diesen Tools können Sie Ihren Kompetenzbonus zu allen Fähigkeitsprüfungen hinzufügen, die Sie machen, um Fallen oder offene Schlösser zu entwaffnen
Exploreres Pack:Enthält einen Rucksack, eine Bettrolle, ein Essbesteck, eine Zunderkästchen, 10 Fackeln, 10 Tage Rationen und ein Wasserfell. Das Packet hat auch 20 Fuß Hanfseil an der Seite des Rucksacks geschnallt.
Gaming SetThis item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.