Krull - LVL 2
Krull - LVL 2
INSPIRATION
10
STRENGTH 16 2 25
-1 2 PROFICIENCY BONUS
8 PERSONALITY TRAITS
Hit Point Maximum 18
1 Strength
DEXTERITY 4 Dexterity 10
2 1
-1
Constitution
Intelligence
CURRENT HIT POINTS
14 2 Wisdom
IDEALS
-1 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS
10
1 2 Acrobatics (Dex)
2
12 2 Animal Handling (…
BONDS
-1 Arcana (Int)
-1
-1 Deception (Cha) NAME ATK DAMAGE/TYPE 10
8 4 Insight (Wis)
Dagger - Ran… +4 1d4+4 Piercing
-1 Intimidation (Cha) FLAWS
-1 Investigation (Int)
WISDOM Cure Wounds 1d8+2 Healing
2
2 Medicine (Wis)
-1 Nature (Int) Hunter's Mark 1d6 Piercing Speed
4 Perception (Wis)
14 Favored Foe 1d4 Piercing
Languages
-1 Performance (Cha) Size and Age
1 Persuasion (Cha) ATTACKS & SPELLCASTING
CHARISMA
Gnome Cunning
-1 Religion (Int)
-1 2
6
Sleight of Hand (…
Stealth (Dex)
0
CP
0
SP
0
EP
0
GP
0
PP
Superior Darkvision
Stone Camouflage
8 Backround: Rewarded
4 Survival (Wis)
1 Studded Leather Armor Fortune’s Favor
SKILLS
1 Shield
Feat: Lucky
12 Dagger
Favored Foe
14 PASSIVE WISDOM (PERCEPTION)
1 Pouch
Deft Explorer
EQUIPMENT
Fighting Style
TOOL: Dice Set
Fighting Style: Thrown Weapon Fighting
LANGUAGE: Deep Speech, Common,
Spellcasting
Dwarvish, Gnomish, Undercommon
ARMOR: Light Armor, Medium Armor, Shields Spellcasting Focus
Total: Total: 2
2
ATTACKS & SPELLCASTING
FAVORED FOE
Total: Total:
EQUIPMENT
Total: Total:
WISDOM 12 4
0 CANTRIPS 3 0 6 0
4 0 7 0
1 2
Hunter's Mark
Cure Wounds 5 0 8 0
2 0
9 0
FEATURES & TRAITS
Speed Favored Foe
Your base walking speed is 25 feet. This 1st-level feature replaces the Favored Spellcasting
Enemy feature and works with the Foe Slayer By the time you reach 2nd level, you have
Languages feature. You gain no benefit from the replaced learned to use the magical essence of nature
You can read, speak, and write Common and feature and don't qualify for anything in the to cast spells, much as a druid does.
Gnomish game that requires it.
Spell Slots
Size and Age When you hit a creature with an attack roll, The Ranger table shows how many spell slots
Gnomes mature at the same rate as humans, you can call on your mystical bond with nature you have to cast your ranger spells of 1st level
and most are expected to settle into adult life to mark the target as your favored enemy for 1 and higher. To cast one of these spells, you
around the age of 40. They can live to 350 minute or until you lose your concentration (as must expend a slot of the spell's level or
years on average, but it's not too uncommon if you were concentrating on a spell). higher. You regain all expended spell slots
for them to reach 500 years of age. when you finish a long rest.
Gnomes are between 3 and 4 feet tall and The first time on each of your turns that you hit
weigh around 40 pounds. Your size is Small. the favored enemy and deal damage to it, For example, if you know the 1st-level spell
including when you mark it, you increase that Animal Friendship and have a 1st-level and a
Gnome Cunning damage by 1d4. 2nd-level spell slot available, you can cast
You have advantage on all Intelligence, Animal Friendship using either slot.
Wisdom, and Charisma saving throws against You can use this feature to mark a favored
magic. enemy a number of times equal to your Spells Known of 1st Level and Higher
proficiency bonus, and you regain all You know two 1st-level spells of your choice
Superior Darkvision expended uses when you finish a long rest. from the ranger spell list.
Your darkvision has a radius of 120 feet.
This feature's extra damage increases when The Spells Known column of the Ranger table
you reach certain levels in this class: to 1d6 at shows when you learn more ranger spells of
Stone Camouflage
6th level and to 1d8 at 14th level. your choice. Each of these spells must be of a
You have advantage on Dexterity (stealth)
level for which you have spell slots. For
checks to hide in rocky terrain.
Deft Explorer instance, when you reach 5th level in this
This 1st-level feature replaces the Natural class, you can learn one new spell of 1st or
Backround: Rewarded
Explorer feature. You gain no benefit from the 2nd level.
Skill Proficiencies: Insight, Persuasion
Languages: Undercommon replaced feature and don't qualify for anything
in the game that requires it. Additionally, when you gain a level in this
Tool Proficiencies: Dices
class, you can choose one of the ranger spells
You are an unsurpassed explorer and survivor, you know and replace it with another spell
Fortune’s Favor
both in the wilderness and in dealing with from the ranger spell list, which also must be
Your unexpected good fortune is reflected by a
others on your travels. You gain the Canny of a level for which you have spell slots.
minor boon. You gain the Lucky feat
benefit below, and you gain an additional
benefit when you reach 6th level and 10th Spellcasting Ability
Feat: Lucky
level in this class. Wisdom is your spellcasting ability for your
You have inexplicable luck that seems to kick
ranger spells, since your magic draws on your
in at just the right moment.
Canny (1st Level) attunement to nature. You use your Wisdom
Choose one of your skill proficiencies. Your whenever a spell refers to your spellcasting
You have 3 luck points. Whenever you make
proficiency bonus is doubled for any ability ability. In addition, you use your Wisdom
an attack roll, an ability check, or a saving
check you make using the chosen skill= modifier when setting the saving throw DC for
throw, you can spend one luck point to roll an
Stealth a ranger spell you cast and when making an
additional d20. You can choose to spend one
attack roll with one.
of your luck points after you roll the die, but
You can also speak, read, and write 2
before the outcome is determined. You choose
additional languages of your choice.= Spell save DC = 8 + your proficiency bonus +
which of the d20s is used for the attack roll,
Dwarvish , Deep Speech your Wisdom modifier
ability check, or saving throw.