K’roaa’ka
Ranger 3 (Beast Master) | Grung | Outlander
Combat
| HP | AC | Speed | Prof | Initiative | Passive Perception |
|---|---|---|---|---|---|
| 26 | 16 | 25 ft, climb 25 ft | +2 | +3 | 13 |
Heads up Matt
A bunch of your level 3 ranger choices were never written down. Scroll through and fill in the blanks.
Ability Scores
| STR | DEX | CON | INT | WIS | CHA | |
|---|---|---|---|---|---|---|
| Score | 12 | 17 | 15 | 8 | 13 | 10 |
| Mod | +1 | +3 | +2 | -1 | +1 | +0 |
Saving Throws
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +3 | +5 | +2 | -1 | +1 | +0 |
STR and DEX are proficient (Ranger).
Skills
| Skill | Mod | Skill | Mod | |
|---|---|---|---|---|
| Acrobatics (DEX) | +3 | Medicine (WIS) | +1 | |
| Animal Handling | +3 | Nature (INT) | -1 | |
| Arcana (INT) | -1 | Perception (WIS) | +3 | |
| Athletics (STR) | +3 | Performance (CHA) | +0 | |
| Deception (CHA) | +0 | Persuasion (CHA) | +0 | |
| History (INT) | -1 | Religion (INT) | -1 | |
| Insight (WIS) | +1 | Sleight of Hand (DEX) | +3 | |
| Intimidation (CHA) | +0 | Stealth (DEX) | +5 | |
| Investigation (INT) | -1 | Survival (WIS) | +3 |
Attacks
| Weapon | To Hit | Damage | Type | Notes |
|---|---|---|---|---|
| Longbow | +7 | 1d8+3 | Piercing | 150/600 ft, two-handed, 20 arrows. Archery (+2) included. |
| Longbow (venom-coated) | +7 | 1d8+3 + poison | Piercing | Bonus action to coat. Hit forces DC 12 CON save or poisoned 1 min. |
| Shortsword | +5 | 1d6+3 | Piercing | Finesse, light. Can also coat with poison (bonus action). |
| Shortsword (offhand) | +5 | 1d6 | Piercing | No DEX to damage (no Two-Weapon Fighting style) |
Armor
| Component | AC |
|---|---|
| Scale mail | 14 |
| DEX mod (max +2) | +2 |
| Total | 16 |
Proficiencies
- Armor: Light, Medium, Shields
- Weapons: Simple, Martial
- Tools: Drum (Outlander)
- Languages: Common, Grung, Infernal (Outlander)
Limited Features
| Feature | Max | Recharge |
|---|---|---|
| Spell Slots (1st) | 3 | Long Rest |
| Primeval Awareness | Spell slots | Long Rest |
| Poisonous Skin | DC 12 | On contact |
| Venom Coating | Bonus action | 1 coat/1 hit |
| Water Immersion | 1 hour daily | Daily |
Spellcasting
WIS | DC 11 | Attack +3 | 3 slots (1st level) | 3 spells known
Ranger Spells (3 known)
- Hunter’s Mark — bonus action, +1d6 damage per hit on a target, concentration 1 hr, move to new target when it dies
- Absorb Elements — reaction, resist elemental damage, +1d6 on next melee hit
- Animal Friendship — charm a beast for 24 hours (WIS save, INT 3 or lower only)
Racial Traits
- Amphibious - can breathe air and water
- Poison Immunity - immune to poison damage and the poisoned condition
- Poisonous Skin — direct skin contact or grappling triggers a DC 12 CON save or poisoned for 1 minute
- Venom Coating (homebrew, bonus action) — rub an arrow or blade on your skin to coat it with poison. Next hit with that weapon forces a DC 12 CON save or the target is poisoned for 1 minute. One coat per bonus action, one hit per coat.
- Standing Leap - exceptional vertical and horizontal jumping
- Water Dependency - must immerse in water for at least 1 hour per day or gain exhaustion
Class Features
Ranger
- Favored Enemy: Fiends — advantage on Survival checks to track fiends and INT checks to recall info about them
- Natural Explorer: Swamp — can’t get lost, find double food while foraging, alert to danger even while doing other tasks, move stealthily at normal pace, all in swamp terrain
- Fighting Style: Archery — +2 to ranged attack rolls (longbow is now +7 to hit)
- Spellcasting - 3 known spells, 3 first-level slots
- Primeval Awareness - spend a spell slot to sense specific creature types nearby
Beast Master (Level 3)
- Ranger’s Companion — pick a beast of CR 1/4 or lower. It acts on your turn, you command it with your action. This is the core of your build, fill it in.
Echo — Mastiff (CR 1/8)
| Stat | Value | Stat | Value | |
|---|---|---|---|---|
| HP | 5 | AC | 12 | |
| Speed | 40 ft | Size | Medium | |
| STR | 13 (+1) | INT | 3 (-4) | |
| DEX | 14 (+2) | WIS | 12 (+1) | |
| CON | 12 (+1) | CHA | 7 (-2) |
- Skills: Perception +3
- Senses: Passive Perception 13
Actions
- Bite: +3 to hit, 1d6+1 piercing. Target must succeed on a DC 11 STR save or be knocked prone.
Notes
HP is base 5 and scales with ranger level. Acts on K’roaa’ka’s turn, commanded with an action.
Personality
- Traits: I’m endlessly curious about things I’ve never seen before. I talk to Echo like she understands every word. (She might.)
- Ideals: Loyalty: the pack you choose matters more than the tribe you’re born into.
- Bonds: Echo is the only creature alive who can touch me. I would do anything for her.
- Flaws: I poisoned the one thing I loved. I’m terrified it’ll happen again.