# EMBER — Flamekin Monster Slayer Ranger 7 > *Old flamekin hunter. Witcher type. Speaks in fragments. His javelins never miss.* --- ## STAT BLOCK | STR | DEX | CON | INT | WIS | CHA | |:---:|:---:|:---:|:---:|:---:|:---:| | 12+1 | 18+4 | 13+1 | 8-1 | 17+3 | 10+0 | | HP | AC | Init | Speed | HD | Prof | |:--:|:--:|:----:|:-----:|:--:|:----:| | **61** (7d10+7) | **16** (Leather + DEX) | +4 | 30 ft | 7d10 | +3 | **Fire Resistance** · **Darkvision 60 ft** --- ## SKILLS & SAVES | Save | Mod | Notes | |------|:---:|-------| | STR | +4 | | | DEX | +7 | | | CON | +4 | | | INT | +2 | | | WIS | **+6** | **Proficient (Resilient)** | | CHA | +3 | | | Skill | Mod | Source | |-------|:---:|--------| | **Perception** | **+9** | Expertise (Deft Explorer) | | **Stealth** | **+7** | Expertise (Deft Explorer 6) | | Athletics | +4 | Outlander | | Animal Handling | +6 | Ranger | | Insight | +6 | Outlander | | Survival | +6 | Outlander | | Nature | +2 | Ranger | | Acrobatics | +4 | — | | Investigation | -1 | — | --- ## COMBAT | Weapon | Atk | Dmg | Range | Notes | |--------|:---:|:---:|:-----:|-------| | **Javelin** (thrown) | **+9** | 1d6+4 | 30/120 | Sharpshooter: no long-range penalty | | **Javelin** (melee) | +7 | 1d6+4 | — | Versatile 1d8+4 | | **Javelin of Lightning** | +10 | 1d6+5 | 30/120 | 1/day: **lightning bolt** (DC 15 DEX, 4d6) | | Dagger | +7 | 1d4+4 | 20/60 | Thrown or melee | **Archery Fighting Style** — +2 to hit with ranged attacks (javelins) **Sharpshooter Feat** — Ignore half/three-quarters cover · No long-range penalty **Extra Attack** — Throw 2 javelins per Attack action --- ## CLASS FEATURES ### Monster Slayer **Hunter's Sense (bonus action, 1/target)** — Learn target's damage resistances, immunities, vulnerabilities. Works on anything. Perfect for fiends. **Slayer's Prey (bonus action, 1/target)** — Mark a creature. 1/turn add **1d6** to damage vs it. +2 to attack rolls from Monster Slayer feature at 7? Actually **Supernatural Defense** — at 7 you get +1d6 on the first save vs the Slayer's Prey target's spells/traps. Let me double-check. **Monster Slayer 7 — Supernatural Defense:** When your Slayer's Prey target forces you to make a saving throw (spell, breath weapon, trap), you add **1d6** to the roll. 1/round. Big for fire plane. ### Other Ranger Features - **Deft Explorer (Canny):** Expertise Perception, +2 languages (Primordial, Ignan), climbing/swimming speed equal to walking? No — at level 6, **Roving**: walking speed +5, climbing/swimming speed = walking speed. - **Roving (Ranger 6):** +5 ft speed → 35 ft. Climb/swim speed = 35 ft. You can ignore difficult terrain in... no, that's later. - **Fighting Style:** Archery - **Spellcasting:** 4 known, 2 Monster Slayer known, 7 slots (4/3/0/0) - **Primal Awareness (optional):** Cast Speak with Animals, Beast Sense, etc. as rituals. Probably skip unless you want it. Actually let me check 2024 rules — this might be Tasha's optional, or 2024 baseline. I'll keep it simple: standard Ranger features. --- ## SPELLS | Level | Slots | Spells Known | |:-----:|:-----:|:-------------| | 1st | 4 | Hunter's Mark, Absorb Elements, Cure Wounds, Zephyr Strike | | 2nd | 3 | Pass Without Trace (Monster Slayer), Silence, Lesser Restoration (Monster Slayer) | | 3rd | — | Revivify (learned at 7, slot at 9) — wait, at Ranger 7 you have 4 1st, 3 2nd. **No 3rd-level slots yet.** Revivify must wait to cast until level 9. | **Ranger 7 spell slots:** 4 first, 3 second. No third-level slots. So Revivify is known but **uncastable** until Ranger 9. **Better picks for 3rd level known spells at 7:** pick something you CAN cast... Actually Ranger prepares spells in 2024. In 2014, "Spells Known" at level 7 = 7 (4 base + subclass feature at 3/5 adds 2). Plus 3rd level pick is known but you only get 3rd level slots at Ranger 9. **Recommendation:** pick **Conjure Barrage** or **Lightning Arrow** as the level 7 known spell — you can't cast it yet but it's your level-7-learned spell. Or pick a 1st/2nd level spell you'll actually use. The simplest: keep the known list as **1st and 2nd level spells only**, and the level 7 known pick is one of them. You already have 6 known at level 6 (4 base + 2 subclass). At 7 you learn 1 more. **Current known (level 7):** 1. Hunter's Mark (1st) 2. Absorb Elements (1st) 3. Cure Wounds (1st) 4. Zephyr Strike (1st) 5. Pass Without Trace (2nd, Monster Slayer) 6. Silence (2nd, Monster Slayer) 7. *Your pick* — suggest **Conjure Barrage** (3rd, known for later) or **Ensnaring Strike** (1st, always useful) I'll pick Conjure Barrage (3rd, at level 9 it becomes 3d8 cone). --- ## FULL STATS SUMMARY | Level | Choice | |:-----:|--------| | 1 | Ranger 1 — Archery, Deft Explorer, Outlander | | 2 | Ranger 2 — Spellcasting (Hunter's Mark, Absorb Elements, Cure Wounds, Zephyr Strike) | | 3 | Ranger 3 — Monster Slayer (+Pass Without Trace) | | 4 | Ranger 4 — ASI: +1 DEX (18) +1 WIS (16) | | 5 | Ranger 5 — Extra Attack (+Silence, +Lesser Restoration from subclass) | | 6 | Ranger 6 — ASI: Resilient (WIS), WIS 17, prof WIS saves. Roving: speed 35 ft. | | 7 | Ranger 7 — Conjure Barrage (known), Supernatural Defense | ### Final Scores - **DEX 18** (+4) · **WIS 17** (+3) · **CON 13** (+1) · **STR 12** (+1) · **CHA 10** (+0) · **INT 8** (-1) - **HP:** 61 (10 + 6×8.5 rounded up → 10+51=61) - **AC:** 16 (Leather 11 + DEX 4 + Cloak of Protection 1? Wait, didn't take Cloak. Just 15: 11+4.) - **Actually:** Leather 11 + DEX 4 = **AC 15** - **Attack:** +4 (DEX) +3 (Prof) +2 (Archery) = **+9 with javelins** - **Damage:** 1d6+4 per javelin, +1d6 Slayer's Prey (1/turn), +1d6 Hunter's Mark if up --- ## MAGIC ITEMS | Item | Rarity | Attune | Effect | |------|:------:|:------:|--------| | **Brazier of Commanding Fire Elementals** | Rare | Yes | 1/day: summon CR 5 fire elemental for 1 hr. 5 charges for Conjure/Control Elemental spells. | | **Javelin of Lightning** | Uncommon | No | +1 javelin. 1/day: lightning bolt (line 5×120 ft, DC 15 DEX, 4d6). | | **Eversmoking Bottle** | Uncommon | No | Action → 60 ft smoke, 10 min. | --- ## INVENTORY - [ ] Leather armor - [ ] 5 javelins (bone-tipped obsidian) - [ ] Javelin of Lightning (+1 base) - [ ] Brazier of Commanding Fire Elementals (attuned) - [ ] Eversmoking Bottle - [ ] 2 daggers - [ ] Bone flute - [ ] Hunting trap - [ ] Obsidian flask (waterskin) - [ ] Whetstone, flint & steel - [ ] Pouch: 15 gp (obsidian chips, brass disks) - [ ] Component pouch --- ## SPELL LIST | Lvl | Spell | Casting | Effect | |:---:|-------|:-------:|--------| | 1 | **Hunter's Mark** | Bonus Action | Mark target, +1d6 per hit, adv on tracking, lasts 1 hr (concentration) | | 1 | **Absorb Elements** | Reaction | Resist fire/acid/cold/lightning/thunder, +1d6 on next melee | | 1 | **Cure Wounds** | Action | 1d8+3 healing | | 1 | **Zephyr Strike** | Bonus Action | +30 ft move, no OAs, one attack +1d8 force, lasts 1 min (concentration) | | 2 | **Pass Without Trace** | Action | +10 Stealth to party for 1 hr (concentration). Very good. | | 2 | **Silence** | Action | 20 ft sphere of silence, 10 min (concentration). Spellcaster shutdown. | | 2 | **Lesser Restoration** | Action | Cure poison/disease/blind/deaf/paralyze on touch | | 3 | **Conjure Barrage** | Action | 60 ft cone, 3d8 force, DEX half. AoE option. (Can't cast till Ranger 9) | **Slots:** 4×1st · 3×2nd · (0×3rd until level 9) --- ## TURN TEMPLATE 1. **Bonus Action:** Hunter's Mark or Slayer's Prey (or both — different targets, no conflict) 2. **Action:** Extra Attack — throw 2 javelins 3. **Move:** 35 ft (Roving), climb/swim 35 ft **Slayer's Prey +1d6** (1/turn) + **Hunter's Mark +1d6** (per hit) = **2d6 extra per round minimum,** up to 3d6 if both hit with different javelins (HM on both, SP on one). --- ## CHARACTER NOTES **Appearance:** Craggy obsidian-grey skin, glowing amber cracks along jaw and hands. Eyes molten orange. Short smoky hair, no beard. Patched leather hunting coat, faded tunic. **Voice:** Low, gravelly, one-syllable. **Vibe:** Taciturn tracker. Fiend hunter. Old man in a hunting booth. "Track the beast, kill the beast, move on." **Ideal:** The fire plane is my home. I keep it clean. **Bond:** Made a promise to an old friend. The fiends remind me of it. **Flaw:** Judges outsiders harshly. Most don't last. --- | Session | XP | Gold | |:-------:|:--:|:----:| | | | | | | | | | | | |