William McGrumple

Class & Level

Ranger: Horizon Walker Lv5
Cleric: War Domain Lv2

Species

Grumple (Leonin)

Background

Far Traveller

Alignment

Chaotic / good

Strength

18

+4

Dexterity

14

+2

Constitution

16

+3

Intelligence

8

-1

Wisdom

14

+2

Charisma

10

+0

17

Armour
Class

+2

Initiative
Bonus

35

Movement
Speed

Health Points

Saving Throws

Strength

+6

Dexterity

+4

Constitution

+3

Intelligence

-1

Wisdom

+2

Charisma

+0

+3

Proficiency
Bonus

WIS

+2

Spellcasting
Modifier

13

Spellsave
DC

Skills

Acrobatics Dex

+2

Animal Handling Wis

+4

Arcana Int

+0

Athletics Str

+6

Deception Cha

+0

History Int

+0

Insight Wis

+2

Intimidation Cha

+3

Investigation Int

-1

Medicine Wis

+2

Nature Int

+2

Perception Wis

+5

Performance Cha

+0

Persuasion Cha

+0

Religion Int

-1

Sleight of Hand Dex

+2

Stealth Dex

+7

Survival Wis

+5

Traits & Gear

Traits

You hail far from the drawn maps, from the hills of Grumple, named after the ancestor of all the McGrumple clan. Grumple was born when the great sage Setanthe Culhain gathered up the Lion god Nobanion’s shedded fur and it came to life. For his centuries of service guarding the gate to Nobanion’s lands, Grumlple was gifted children. You are the willfull child, the apple of Grumple’s eye (not that he’d let it show), and have ventured far, seeking adventure and glory, so that the world will know the greatness of your clan.

  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light.

Equipment & Money

Abilities & Actions

Passive Abilities

Abilities that don’t require an action, bonus action or reaction, such as something that increases your armour or enhances an attack.

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 this combat. Requires concentration. Deal extra 1d4 on attacks against this enemy.

Precise Strike.

 Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.

Actions

Abilities that take require an action, bonus action or reaction. 

Planar Strike

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.

Spells, Spellslots & Charges

Cantrips

Spells that don’t use up spellslots. A spellcaster’s equivalent to attacking.

Guidance

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Spells

Levelled spells. These consume spellslots of that level, unless stated otherwise.

Zephyr Strike

1st-level transmutation

Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

You move like the wind. For the duration, your movement doesn’t provoke opportunity attacks.

Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Pass Without A Trace

2nd-level abjuration

Casting Time: 1 action
Range: Self
Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
Duration: Concentration, up to 1 hour

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.