Race: Grung
Class: Ranger, Swamp Keeper (26)
Alignment: Neutral
Languages: Common, Elvish, Grung, Orcish, Draconic
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Proficiencies
-Light/Medium Armor
-Shields
-Simple/Martial Weapons
Backstory
Killed 5000 people by accident by knocking down the Eiffel tower and causing Napoleon to be saved
Features
-1'5"ft
-70lbs
-Darkvision 60ft
-Breathe in both Air and Water
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Legendary Features
STATS
HP: 360
AC: 18
Movement: Walking, Swimming, Climbing 35ft
Initiative: +4
PB: +7
Spell Attack: +9
Spell Save DC: 17
PassWIS: 19
STATS
STR: 12 (+1)
DEX: 18 (+4)
CON: 20 (+5)
INT: 8 (-1)
WIS: 16 (+3)
CHA: 9 (-1)
Saving Throws:
STR: +7
DEX: +10
CON: +5
INT: -1
WIS: +9
CHA: -1
Skills:
Animal Handling: +10
Insight: +10
Nature: +10
Perception: +10
Survival: +10
Stealth: +11
Attacks: 2 attacks
Excalibur: +11 to hit; 5ft; Magcial 2d10 slashing + 8d6 radiant
Longbow of the Healing Hearth: +14; 150ft/600ft; Magical 2d12+10 piercing + 6d6 radiant
Spell slots:
1st level: 4
2nd level: 3
3rd level: 3
4th level: 3
5th level: 2
Immune:
Resistance:Â
Vulnerabilities:
Eldritch Invocations
Feats
Resilient
Increase the chosen ability score by 1, to a maximum of 20. You gain proficiency in saving throws using the chosen ability.
Class actions
Actions
Primeval Awareness: 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
Tireless: Gain Temp HP equal to 2d8+WIS equal to your proficiency bonus per day
Eye of the Beholder
Erasure. As an action, you may project a cone of antimagic in a 30-foot cone. All magic within the cone is immediately dispelled, and any creatures concentrating on spells immediately have their concentration ended. Magic items caught within the cone lose all function until the end of your next turn. Once you use this feature, you cannot do so again until an hour has passed
Yugoloth Organ
Teleport. As an action, you may teleport to an unoccupied space you can see within 15-feet of you. This teleportation distance is increased by 5 times the harvested creatures CR
Bonus Actions
Writhing Tide: You gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated. 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
Nature's Veil: 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
Vanish: Use the Hide action as a bonus action. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail
Mark Prey: which remains active until you mark another creature or the marked creature dies. You gain additional benefits like 1d10 additional damage when hitting your prey with a weapon attack, and 1d8 for Perception or Survival checks. You cannot be surprised by your prey, and you can mark a creature multiple times equal to your proficiency bonus. You can regain all expended uses upon completing a long rest, or expend a spell slot of 1st level or higher if you have no uses remaining. At certain levels, the die rolled for determining damage bonus and skill check bonuses against your prey increases
Reactions
Swarming Dispersal: When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm. 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
Free Action
Hide in Plain Sight: You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit
Foe Slayer: 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
Class Passives
Mighty Swarm: Immediately after you hit a creature with an attack:
The attack's target takes 1d8 piercing damage from the swarm.
The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice. If a creature fails its saving throw against being moved by the Gathered Swarm, you can also cause the swarm to knock the creature prone
You are moved by the swarm 5 feet horizontally in a direction of your choice. When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn
Defense: +1 AC when wearing armor
Land's Stride: 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
Feral Senses: 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
Resilient Body
Your HP maximum increases by an amount equal to two times your level in this class. Every time you gain a Ranger level, your maximum HP increases by an additional 2 HP. You may select this trait multiple times
Tarrasque Plating
You have adorned your armor in the hide of the mighty tarrasque, rendering you immune to many magics.
Harvest. A tarrasque
Retrofit. A suit of armor
You are immune to the Magic Missiles spell. You are also immune to all line spells and any spell that requires a ranged attack roll.
Item actions
Actions
Bonus Actions
Reactions
Free Action
Item Passives
Anime Power
AFO: Ability to steal powers by killing the person themselves
FMA: Military
Alchemist's Blade
You may create melee weapons and shields with your Transmutation Circles.
Strong-Arm Alchemy
Requires Alchemist's Blade. When you create a thrown weapon with Alchemist's Blade, you may immediately make a thrown attack with it.
Alchemist's Armor
Requires Alchemist's Blade. You may create armor with your Transmutation Circles.
Alchemist's Shot
Requires Alchemist's Blade. You may create ranged weapons and ammunition with your Transmutation Circles.
Alchemist's Cannon
Requires Alchemist's Shot. You may create siege weapons and siege ammunition with your Transmutation Circles. Siege weapons deal twice as much damage, weigh twice as much, cost 10 times as much, and gain the stabilizing property. If the weapon already had the stabilizing property, it requires a full turn action to set up.
Alchemist's Ride
Requires Alchemist's Cannon. You may create vehicles with your Transmutation Circles.
FMA: Soul
Become Philosopher's Stone
As an action, you may manipulate the energy of your own soul, gaining 1 level of exhaustion and regaining Alchemic Stamina equal to your proficiency bonus. If you have Exhausting Alchemy, you may use both it and this Alchemical Specialization at the same time, gaining 1 level of exhaustion total.
Create Philosopher's Stone
Requires Become Philosopher's Stone. Using a Gargantuan Circle, you compress a creature's very soul into a small red stone. Any creatures of your choice within the Circle's range gain 1 level of exhaustion. If a creature is killed by exhaustion gained in this way, their soul becomes part of a Philosopher's Stone, either creating one or adding their soul to an existing one, and they can not be resurrected by any means outside of the Wish spell, which removes their soul from the stone, or casting a resurrection effect while possessing the stone, which removes the time limit from the creature's death. Each soul inside the stone grants it a number of Alchemic Stamina points equal to their CR or level (minimum 1). When you use a Philosopher's Stone, you may choose which souls are used.
Destroy Philosopher's Stone
Requires Create Philosopher's Stone. Using a Circle of any size, you may decrease the Alchemic Stamina stored inside a Philosopher's Stone within the Circle's range by the Circle's cost.
Create Sanguine Star
Requires Destroy Philosopher's Stone. When you create a Philosopher's Stone, you may double the Circle's base cost to instead make a Sanguine Star. When a creature wielding a Sanguine Star in at least one hand kills a creature, the stone gains a number of Alchemic Stamina points equal to their CR or level (minimum 1). If a creature ingests a Sanguine Star, the stone gains a number of Alchemic Stamina points equal to their CR or level (minimum 1) and they gain 1 level of exhaustion at the end of each hour until the stone is extracted, and their alignment becomes Evil.
Equipment
Helmet
Chestplate/ Cloaks
Gauntlets
Leggings
Boots
Jewelry related
Weapons/ Shields
Other