Skill |
Ability |
Score
|
Acrobatics |
DEX |
+3
|
Animal Handling |
WIS |
-1
|
Arcana |
INT |
-1
|
Athletics |
STR |
+5
|
Deception |
CHA |
-1
|
History |
INT |
-1
|
Insight |
WIS |
+1
|
Intimidation |
CHA |
-1
|
Investigation |
INT |
-1
|
Medicine |
WIS |
+1
|
Nature |
INT |
-1
|
Perception |
WIS |
+3
|
Performance |
CHA |
-1
|
Persuasion |
CHA |
-1
|
Religion |
INT |
-1
|
Sleight of Hand |
DEX |
+1
|
Stealth |
DEX |
+3 (disadvantage due to armor)
|
Survival |
WIS |
+3
|
|
Languages
Class and Background Abilities
- Armor: light armor, medium armor, shields
- Weapons: simple weapons, martial weapons
- Rage: 2/long rest. On your turn, you can enter a rage as a bonus action. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
- You have resistance to bludgeoning, piercing, and slashing damage.
- Unarmored Defense: While you are not wearing any armor, your Armor Class equals 14 (10 + your Dexterity modifier + your Constitution modifier)
- Danger Sense: advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
- Reckless Attack: When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
- Favored Foe(UACFV, replaces Favored Enemy): You can call on your bond with nature to mark a creature as your favored enemy for a time: you know the hunter's mark spell, and Wisdom is your spellcasting ability for it. You can use it 1 (WIS modifier) time without expending a spell slot and without requiring concentration. You regain all expended uses when you finish a long rest. When you gain the Spellcasting feature at 2nd level, hunter's mark doesn't count against the number of ranger spells you know.
- Deft Explorer (UACFV, replaces Natural Explorer): (gain another option at 6th and 10th level.)
- Tireless: As an action, you can give yourself a number of temporary hit points equal to 1d10 + 1 (WIS modifier). You can use this special action 1 (WIS modifier) time and you regain all expended uses when you finish a long rest. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
- Fighting Style: Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon
Race Abilities
- Your speed is not reduced by wearing heavy armor. (No heavy armor proficiency though)
- 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. You can't discern color in darkness, only shades of gray.
- Dwarven Resilience: You have advantage on saving throws against being poisoned, and you have resistance against poison damage.
- Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
- Tool Proficiency: You gain proficiency with smith's tools
- Stonecunning: Whenever you make a History check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
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