
Magan Aetheling, Ranger 3 Medium Humanoid (Human), Lawful Neutral Armour Class 12, 13 TWF, 14 Shield (Mastercrafted Leathern Jacket, leather tunic underlay) DR 4, Soak 1 (piercing), Coverage 1 (spiked bracers) Wounds 16 Vigour 28 (1d10+1d10+1d10) current:23 Speed 30 ft. (Ignore Difficult Terrain) Proficiency +2 Initiative +4 STR 17(+3), DEX 14 (+2), CON 14 (+2), INT 8 (-1), WIS 14(+2), CHA 10 (+0) Saving Throws Str +5, Dex +4 Skills Animal Handling +2, Athletics +5, Deception +2, Perception +4, Persuasion +2, Stealth +4 (adv to hide identity - cloak), Survival +4, Thieves' Tools +4, Disguise kit +2 Subskills: Tracking +5, Stalking +5 Senses Passive Perception 14 Languages Saxon - West Saxon, Brettonnic - Cornish, High Latin, Germanic - Frankish Spellcasting: Spellsave DC: 12 Spells known: 5 Spell Points: 5 HUNTER'S MARK 1st-leveI divination Casting Time: 1 bonus action Range: 90 feet Components: V Duration: Concentration, up to 1 hour You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack. and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. lf the target drops to 0 hit points before this spell ends. you can use a bonus action on a subsequent turn of yours to mark a new creature. LONGSTRIDER 1st-lev eI transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of dirt) Duration: 1 hour You touch a creature. The target's speed increases by 10 feet until the spell ends. Cure Wounds Touch 1d8 + wis healing Animal Friendship 1 Target within 30ft Wis save negates, only works on animals with int 4 or less Goodberry Creates 10 berries that heal 1hp each and sustain a creature for 24 hours. Must be used within 24 hours of creation Favoured Enemy - Humanoids You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (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. Natural Explorer At 1st level, you have the following benefits: You ignore difficult terrain. You add wis on initiative rolls. On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. You gain the following benefits when traveling for an hour or more: Difficult terrain doesn't 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, 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. Hunter Conclave
Some rangers seek to master weapons to better
protect civilization from the terrors of the
wilderness. Members of the Hunter Conclave
learn specialized fighting techniques for use
against the most dire threats, from rampaging
ogres and hordes of orcs to towering giants and
terrifying dragons.
Hunter’s Prey
At 3rd level, you gain one of the following
features of your choice.
Colossus Slayer . Your 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. Primeval Awareness
Beginning at 3rd level, your mastery of ranger
lore allows you to establish a powerful link to
beasts and to the land around you.
You have an innate ability to communicate
with beasts, and they recognize you as a kindred
spirit. Through sounds and gestures, you can
communicate simple ideas to a beast as an action,
and can read its basic mood and intent. You learn
its emotional state, whether it is affected by
magic of any sort, its short-term needs (such as
food or safety), and actions you can take (if any)
to persuade it to not attack.
You cannot use this ability against a creature
that you have attacked within the past 10
minutes.
Additionally, you can attune your senses to
determine if any of your favored enemies lurk
nearby. By spending 1 uninterrupted minute in
concentration (as if you were concentrating on a
spell), you can sense whether any of your
favored enemies are present within 5 miles of
you. This feature reveals which of your favored
enemies are present, their numbers, and the
creatures’ general direction and distance (in
miles) from you.
If there are multiple groups of your favored
enemies within range, you learn this information
for each group. Two-Weapon Master You master fighting with two weapons, gaining the following benefits: You gain a +1 bonus to AC while you are wielding a separate weapon in each hand. You can use two-weapon fighting even when the one-handed melee weapon you are wielding in your main hand isn't a finesse weapon. You must still be wielding a light weapon in your off-hand. When you engage in two-weapon fighting, you can choose to forgo your proficiency bonus. If you do so, you can make an additional two-weapon fighting attack, also without your proficiency bonus. Actions Handaxe +5 (1d6 +3) Melee or Thrown Spiked light Shield +5 (1d6 +3) (bashing), or thrown (20/60) Heavy shield +5 (1d6 +3) (bashing) Gauntlet +5 (1d4 + 3) (beatdown 1d4) Shortbow +4 (1d6 +2) Thea +5 (2d4 + 3, or 1d10 +3) (versatile, parry) Axe +5 (1d8 + 3 or 1d10 +3) (sweeping, versatile) Greataxe +5 (1d12 + 3) (Sweeping, slow, wounding, heavy, two handed) Notes: Advantage on first turn against enemies that have not reacted, Favoured Enemy +2 Damage vs Humanoids +1d8 if a target is already damaged Fighting Style TWF means str bonus is also added to second attack with 2 weapons and attack with both weapons on aoo Background: Outlander Origin Exile Trait I am intolerant of other faiths and condemn the worship of other gods Ideal Noble Obligation: It is my duty to protect and care for those unable to defend themselves. Bond My family, clan, or tribe is the most important thing in my life, even when they are far from me. Flaw I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. Wanderer You have an excellent memory for maps and geography, and you can always recall the generallayout of terrain, settlements, 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. (Becomes 10 people with natural explorer.) Appearance Magan has slightly curly blonde hair, a full beard and small scars on his face. His features are weather worn making him look much older than his 23 years. Background Feat: Animal Handler: Raise Wisdom by 1 Prof Animal Handling You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area. Equipment Warhorse - Ealing, war trained with military saddle Mule with pack saddle attached by rope to Ealing - Errol son of Ealing Mundane Backpack Bedroll Blanket Medium tent Rope Grappling hook Hooded lantern Survival kit Cooking kit 1 Lute Armour Master Crafted Leathern Jacket Leathern Warrior Jacket Spiked light throwing Shield Buckler Heavy shield Weapons 4 x Handaxe ( 1d6, Light, Thrown - 20/60) - (2 on waist, 2 on back) Spiked Gauntlet (1d4) Axe (Versatile - 1d8/1d10) - in heavy shield on Ealing's saddle Broad Axe (1d12, Heavy) - strapped to horse saddle 3 x Seax (1d4, finesse, thrown - 20/60) - chest and each leg Hunter's Bow (1d6, ranged - 60/320) Waterproof weapon roll strapped to Errol's saddle containing langseax, 2 warseax, a mace and a club Consumable 20 arrows 12 days trail rations 2 pints oil 0GP 7sp 22cp 3 days animal feed Group loot: 28sp, agile breastplate, handaxe, dagger, arrows Isolde: Buckler and Handaxe Special Waterproof rolled leather case containing heirloom sword - Thea, and signet ring along with rolled noble's garb Thea True Sweord: Advantage on social checks against common people (Versatile - 1d8/1d10) - Thea is slightly large, even for a true sword, and in some cultures may have been considered a hand and a half sword, the high craftsmanship is clear, even though scratches and notches on the hilt indicate where jewels that were once situated have been pried off.