Overview
A few sentences to be confirmed by Paul. (further info can be dropped into headings below as necessary)
Calyn Omarion
Level 10 | Ranger 9 / Druid 1
STR+0(10)
DEX+3(16)
CON+2(14)
INT+0(10)
WIS+3(16)
CHA+0(11)
AC: 10Speed: 30ft
HP: 83 / 0 (Temp: 0)
Initiative: +3Proficiency Bonus: +4
Death Saves: Successes: 0/3 | Failures: 0/3
Exhaustion: 0
Conditions:
Exceeding Carrying Capacity
Exceeding Carrying Capacity
Skills
Acrobatics+3
Animal Handling+3
Arcana+0
Athletics+4
Deception+0
History+0
Insight+3
Intimidation+4
Investigation+0
Medicine+3
Nature+0
Perception+7
Performance+0
Persuasion+0
Religion+0
Sleight of Hand+3
Stealth+7
Survival+7
Saving Throws
STR+4
DEX+7
CON+2
INT+0
WIS+3
CHA+0
Details
Type: HumanoidSpecies: Human
Background: Soldier
Proficiencies
Armor: Light, Medium, ShieldsWeapons: Simple, Martial
Tools: —
Features & Traits
Horizon Walker
Description
A warrior who combats threats on the edges of civilization
Hit Die: d10
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity
Class Features
Level 3: Horizon Walker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Horizon Walker Spells
Ranger Level
Spell
3rd
protection from evil and good
5th
misty step
9th
haste
13th
banishment
17th
teleportation circle
Level 3: Detect Portal
At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
Once you use this feature, you can’t use it again until you finish a short or long rest.
See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals.
Level 3: Planar Warrior
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
Level 7: Ethereal Step
At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Level 11: Distant Strike
At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
Level 15: Spectral Defense
At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.
A warrior who combats threats on the edges of civilization
Hit Die: d10
Primary Ability: Dexterity & Wisdom
Saves: Strength & Dexterity
Class Features
Level 3: Horizon Walker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Horizon Walker Spells
Ranger Level
Spell
3rd
protection from evil and good
5th
misty step
9th
haste
13th
banishment
17th
teleportation circle
Level 3: Detect Portal
At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
Once you use this feature, you can’t use it again until you finish a short or long rest.
See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals.
Level 3: Planar Warrior
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
Level 7: Ethereal Step
At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Level 11: Distant Strike
At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
Level 15: Spectral Defense
At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (&Reference[sur]{Survival}) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Aberrations
Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature's alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, and slaadi.
Beasts
Beasts are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals.
Celestials
Celestials are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by &Reference[nat]{nature}, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi.
Constructs
Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures.
Dragons
Dragons are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons.
Elementals
Elementals are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds.
Fey
Fey are magical creatures closely tied to the forces of &Reference[nat]{nature}. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs.
Fiends
Fiends are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths.
Giants
Giants tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants.
Humanoids
Humanoids are the main peoples of a fantasy gaming world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds.
Monstrosities
Monstrosities are monsters in the strictest sense -- frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs). They defy categorization, and in some sense serve as a catch-all category for creatures that don't fit into any other type.
Oozes
Oozes are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes.
Plants
Plants in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category.
Undead
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (&Reference[sur]{Survival}) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Aberrations
Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature's alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, and slaadi.
Beasts
Beasts are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals.
Celestials
Celestials are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by &Reference[nat]{nature}, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi.
Constructs
Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures.
Dragons
Dragons are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons.
Elementals
Elementals are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds.
Fey
Fey are magical creatures closely tied to the forces of &Reference[nat]{nature}. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs.
Fiends
Fiends are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths.
Giants
Giants tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants.
Humanoids
Humanoids are the main peoples of a fantasy gaming world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds.
Monstrosities
Monstrosities are monsters in the strictest sense -- frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs). They defy categorization, and in some sense serve as a catch-all category for creatures that don't fit into any other type.
Oozes
Oozes are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes.
Plants
Plants in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category.
Undead
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters.
Favored Enemy: Beasts
Beasts are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals.
Natural Explorer
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or [[/check wis format=long]] related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
Difficult terrain doesn’t &Reference[slow]{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.
You choose additional favored terrain types at 6th and 10th level.
Arctic
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Coast
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Desert
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Forest
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Grassland
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Mountain
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Swamp
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Underdark
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
Difficult terrain doesn’t &Reference[slow]{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.
You choose additional favored terrain types at 6th and 10th level.
Arctic
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Coast
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Desert
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Forest
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Grassland
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Mountain
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Swamp
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Underdark
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Natural Explorer: Mountain
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Fighting Style: Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of &Reference[nat]{nature} to cast spells, much as a druid does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.
Spell Slots
The 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 Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to &Reference[nat]{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
Druid: Level 1Drawing on the divine essence of &Reference[nat]{nature} itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.
Cantrips
At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
Preparing and Casting Spells
The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid 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.
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to &Reference[nat]{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 druid 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
Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.
Spell Slots
The 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 Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to &Reference[nat]{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
Druid: Level 1Drawing on the divine essence of &Reference[nat]{nature} itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.
Cantrips
At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
Preparing and Casting Spells
The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid 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.
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to &Reference[nat]{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 druid 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
Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.
Ranger Archetype
At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Primeval Awareness
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Land's Stride
Starting 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 those created by the entangle spell.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Horizon Walker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Horizon Walker Spells
Ranger Level
Spell
3rd
protection from evil and good
5th
misty step
9th
haste
13th
banishment
17th
teleportation circle
Horizon Walker Spells
Ranger Level
Spell
3rd
protection from evil and good
5th
misty step
9th
haste
13th
banishment
17th
teleportation circle
Detect Portal
At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
Once you use this feature, you can’t use it again until you finish a short or long rest.
See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals.
Once you use this feature, you can’t use it again until you finish a short or long rest.
See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals.
Planar Warrior
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
Ethereal Step
At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Favored Enemy: Humanoids
Humanoids are the main peoples of a fantasy gaming world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds.
Natural Explorer: Forest
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Druidic
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (&Reference[prc]{Perception}) check but can’t decipher it without magic.
Crossbow Expert
Thanks to extensive practice with the crossbow, you gain the following benefits:
You ignore the loading property of crossbows with which you are proficient.
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
You ignore the loading property of crossbows with which you are proficient.
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
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.
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.
Inventory
| Item | Qty |
|---|---|
| Unarmed Strike | 1 |
| Bag of Holding | 1 |
| Folding Boat | 1 |
| Goggles of Night | 1 |
| Immovable Rod | 1 |
| Periapt of Health | 1 |
| Staff of the Woodlands | 1 |
| Potion of Healing (Superior) | 1 |
| Scroll of Protection | 2 |
| Rod of the Pact Keeper, +1 | 1 |
| Boots of False Tracks | 1 |
| Azure Robe of Eyes | 1 |
| Studded Leather | 1 |
| String | 1 |
| Crossbow, Hand | 1 |
| Crossbow, Hand | 1 |
| Dagger | 1 |
| Rapier | 1 |
| Backpack | 1 |
| Mess Kit | 1 |
| Tinderbox | 1 |
| Rations (1 day) | 10 |
| Waterskin | 1 |
| Arrows | 17 |
| Dice Set | 1 |
| Heavy Crossbow of Warning | 1 |
| Potion of Healing | 12 |
| Veteran's Cane | 1 |
| Longbow | 1 |
| Bedroll | 1 |
| Block and Tackle | 10 |
| Crowbar | 1 |
| Grappling Hook | 1 |
| Protection from Evil and Good | 1 |
| Wooden stake | 1 |
| Clothes, Common | 1 |
| Rope, Hempen (50 feet) | 1 |
| Torch | 10 |
Spellbook
| Spell Name | Level | Components |
|---|---|---|
| Control Flames | Cantrip | S |
| Create Bonfire | Cantrip | V, S |
| Animal Friendship | 1 | V, S, M |
| Charm Person | 1 | V, S |
| Cure Wounds | 1 | V, S |
| Detect Magic | 1 | V, S |
| Detect Poison and Disease | 1 | V, S, M |
| Entangle | 1 | V, S |
| Faerie Fire | 1 | V |
| Fog Cloud | 1 | V, S |
| Goodberry | 1 | V, S, M |
| Healing Word | 1 | V |
| Ice Knife | 1 | S, M |
| Jump | 1 | V, S, M |
| Longstrider | 1 | V, S, M |
| Protection from Evil and Good | 1 | V, S, M |
| Purify Food and Drink | 1 | V, S |
| Speak with Animals | 1 | V, S |
| Thunderwave | 1 | V, S |
| Absorb Elements | 1 | S |
| Animal Friendship (Legacy) | 1 | V, S, M |
| Beast Bond | 1 | V, S, M |
| Charm Person (Legacy) | 1 | V, S |
| Create or Destroy Water (Legacy) | 1 | V, S, M |
| Cure Wounds (Legacy) | 1 | V, S |
| Detect Magic (Legacy) | 1 | V, S |
| Detect Poison and Disease (Legacy) | 1 | V, S, M |
| Earth Tremor | 1 | V, S |
| Entangle (Legacy) | 1 | V, S |
| Faerie Fire (Legacy) | 1 | V |
| Fog Cloud (Legacy) | 1 | V, S |
| Goodberry (Legacy) | 1 | V, S, M |
| Healing Word (Legacy) | 1 | V |
| Hunter's Mark (Legacy) | 1 | V |
| Ice Knife (Legacy) | 1 | S, M |
| Jump (Legacy) | 1 | V, S, M |
| Longstrider (Legacy) | 1 | V, S, M |
| Purify Food and Drink (Legacy) | 1 | V, S |
| Snare | 1 | S, M |
| Speak with Animals (Legacy) | 1 | V, S |
| Thunderwave (Legacy) | 1 | V, S |
| Zephyr Strike | 1 | V |
| Protection from Evil and Good (Legacy) | 1 | V, S, M |
| Darkvision (Legacy) | 2 | V, S, M |
| Pass without Trace (Legacy) | 2 | V, S, M |
| Misty Step (Legacy) | 2 | V |
| Conjure Barrage (Legacy) | 3 | V, S, M |
| Flame Arrows | 3 | V, S |
| Haste (Legacy) | 3 | V, S, M |
| Etherealness (Legacy) | 7 | V, S |
Appearance & Personality
Visuals & Mannerisms
- Visuals:
- Mannerisms:
Recent Activity
This section displays every time this entity is mentioned in session summaries.
Session 0-1
- This began with two people having been shunted through the veil between realities to end up in the world of Roshar, an entirely foreign existence. This near impossible occurrence left Calyn Omarion and Enya Yaeldrin unconscious and in a restricted section of the Assembly of the Commonwealth.
- Calyn and Enya came to within a bare and shadowy chamber along with another unknown man, Gideon von Scholtz II. The three were confronted with seven identically robed figures who’s identities were concealed by their shadowy hoods. The hooded figures interrogated the 3, with Gideon claiming that he’d been partying and gotten lost. Calyn and Enya were truthful in that they had no idea how they came to be in this reality.
- Calyn and Enya were informed that their existence was effectively a capital crime. That any entity or thing from another reality was forbidden, due to it creating a connection that others may exploit between realities.
- The party traveled, with a brief stop across the border into Holy Dominion of Estwatch. The party stopped for supplies in Ritherhithe where they visted the Temple of the Seven. There Calyn, in this new lands and with new gods, prayed at the altar of the Stormlord. The bishop there, Joseph Morningfall, bore witness as Calyn was blessed by the deity. Joseph Morningfall shared with the party that Kilvin is known in the region as a devout and heroic man. Morningfall knew that Kilvin had intended to head to the fishing village of Khas’Kive.
Session 0-5
- Back in life, Gideon and the party found themselves questioning what that crone had wanted in robbing Birlond’s staff from him. Calyn, along amongst the party, was able to perceive a bundled up robe on the roofs parapet. This was a Robe of Eyes, once worn by Birlond. There was a note tucked into it which read that it was intended for a watcher, someone with the eyes to see.