Arthur Mcbride

Race: Variant Human Armour Class: 15 Levels: 11 Ranger / 2 Fighter / 2 Rogue Max HP: 124 Proficiency Bonus: +5
Background: Criminal Movement: 30/40ft Initiative: +11 Passive Perception: 17 Spell Save DC: 15

Ability Scores:

Strength Dexterity Constitution Intelligence Wisdom Charisma
+0 +3 +2 +0 +3 -1
10 16 14 10 16 8

Actions:

🏹 Attack [x2/3] Disengage Help Dash Ready
Dodge Shove Hide Grapple Spells

Bonus Actions:

🏹 Invisibility 🗡 Second Wind 👤 Dash
👤 Disengage 👤 Hide Hunter's Mark

Reactions:

Absorb Elements Opportunity Attack

Ranged Weapon Attack

Musket: 1D12 Piercing, Range 120', DEX +3
RANGER: Can make two attacks using one action.

Feats + Abilities:

Dread Ambusher: Extra Attack on first turn, which does an additional +1d8 damage.
Fighting Style: +2 to hit.
Favored Foe: +1 d4 dpt after hitting a favored target.
Hunter's Mark: +1 d6 per hit on a favored target.
Sharpshooter: Before attacking, you can take -5 from the attack roll for +10 damage.
Sneak Attack: +1 d6 when hit with advantage or allies are within 5' of the target.

Spellcasting:

First Level:

Spell Slots:
🏹 Disguise Self 🏹 Speak with Animals Absorb Elements Goodberry Hunter's Mark

Second Level:

Spell Slots:
🏹 Beast Sense 🏹 Rope Trick Aid Darkvision Pass Without Trace Lesser Restortion

Third Level:

Spell Slots:
🏹 Fear 🏹 Speak with Plants

Feats:

Alert:

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

• You can't be surprised while you are conscious.

• You gain a +5 bonus to initiative.

• Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Gunner:

You have a quick hand and keen eye when employing firearms, granting you the following benefits:

• Increase your Dexterity score by 1, to a maximum of 20.

• You gain proficiency with firearms (see “Firearms” in the Dungeon Master’s Guide).

• You ignore the loading property of firearms.

• Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

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 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 that attack hits, you add +10 to the attack's damage.

Class Features:

Ranger:

[LVL 1] Canny:

Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.

You can also speak, read, and write 2 additional languages of your choice.

[LVL 1] Favored Foe:

When 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.

[LVL 2] Fighting style (Archery):

You gain a +2 bonus to attack rolls you make with ranged weapons.

[LVL 3] Dread Ambusher:

You have mastered the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

[LVL 3] Umbral Sight:

You have darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

[LVL 3] Primal Awareness:

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.

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.

[LVL 5] Extra Attack:

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

[LVL 7] Iron Mind:

You have honed your ability to resist the mind-altering powers of your prey, and have proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

[LVL 8] 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 as those created by the Entangle spell.

[LVL 10] 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.

Fighter:

[LVL 1] Second Wind:

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

[LVL 2] Action Surge:

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Rogue:

[LVL 1] Expertise:

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

[LVL 1] Sneak Attack:

You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

[LVL 1] Thieves's Cant:

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

[LVL 2] Cunning Action:

Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.