Последняя активность 19 hours ago

ember-sheet.md Исходник

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
ember.md Исходник

Ember — Flamekin Monster Slayer Ranger (1)


Vibe

An old flamekin in a dusty leather hunting booth on the edge of a fire-plane settlement. His face is cracked obsidian, his hands scarred by a thousand hunts. He doesn't say much. He watches. His javelins rest point-down in a quiver made from a magma lizard's hide. When he speaks, it's about tracks, trails, and which fiends are passing through the neighborhood.


Quick Reference (Level 1)

Stat Score Mod
STR 14 +2
DEX 15 +2
CON 13 +1
INT 8 -1
WIS 14 +2
CHA 10 +0
  • HP: 11 (1d10+1)
  • AC: 14 (Leather + DEX)
  • Initiative: +2
  • Speed: 30 ft
  • HD: 1d10
  • Proficiency Bonus: +2

Skills

Skill Mod Source
Acrobatics (DEX) +2
Animal Handling (WIS) +4 Ranger
Athletics (STR) +4 Outlander
Insight (WIS) +4 Outlander
Investigation (INT) -1
Perception (WIS) +6 Ranger (expertise via Deft Explorer)
Stealth (DEX) +4 Ranger
Survival (WIS) +4 Outlander
Nature (INT) +1 Ranger

Saves

  • STR +4 | DEX +2 | CON +1 | INT -1 | WIS +4 | CHA +0

Combat

  • Javelin (thrown/melee): +4 to hit, 1d6+2 piercing (range 30/120) — or 1d8+2 thrown one-handed
  • Javelin of Lightning: Same as javelin, plus 1/day: speak command word, throw, turn into a lightning bolt — each creature in a 5×120 ft line: DC 13 DEX save or 4d6 lightning, half on success
  • Dagger: +4 to hit, 1d4+2 piercing (range 20/60)
  • Unarmed: +4 to hit, 1+2 bludgeoning

Features

Custom Lineage (Flamekin)

  • Size: Medium
  • Darkvision: 60 ft
  • Fire Resistance
  • Skill: Perception
  • Feat: Sharpshooter (works with thrown javelins — ignore half/three-quarters cover, no long-range penalty for javelins)

Ranger (2024 PHB)

  • Fighting Style: Archery (+2 to attack with ranged weapons — applies to thrown javelins)
  • Deft Explorer: Expertise in Perception, know Canta (Primordial) and Ignan, advantage on tracking elementals and fiends
  • Monster Slayer (at 3): Hunter's Sense, Slayer's Prey

Outlander

  • Proficiency: Athletics, Survival
  • Tool: Musical Instrument (bone flute)
  • Feature: Wanderer — Excellent memory for maps and geography; can always recall general layout of terrain, settlements, and other features; can find food and fresh water for up to six creatures per day

Languages: Common, Primordial, Ignan


Background: The Ember-Warden

Ember has been a monster slayer in the fire plane for over two centuries. His specialty: fiends — devils and demons who leak through planar boundaries into the City of Brass and the Sea of Fire. He runs a hunting booth on the obsidian flats: a bone-and-leather lean-to where adventurers and merchants hire him to clear paths, identify tracks, and put down things that shouldn't be here.

He's grumpy, efficient, and has seen more young adventurers die in his home plane than he cares to count. The party is just another group of stranded souls — but they seem competent, and he's got a soft spot for people who respect his home.

Personality: "Track the beast, kill the beast, move on. There's always another." Gruff, patient with work, no patience for fools. Speaks in fragments and observations.

Ideal: "The fire plane is my home. I keep it clean of things that don't belong."

Bond: "I made a promise to an old friend I won't speak of. The fiends remind me of that promise."

Flaw: "I judge outsiders too harshly. Most of them don't last, so I assume none will."


Inventory

Carried

  • Leather armor (AC 11 + DEX)
  • 5 javelins (bone-tipped, obsidian-sharp)
  • Javelin of Lightning (uncommon, +1 javelin base, 1/day lightning bolt)
  • Eversmoking Bottle (uncommon — action to open: 60 ft radius smoke, blocks vision, lasts 10 minutes; can be closed early. No attunement.)
  • Brazier of Commanding Fire Elementals (rare — attuned. Requires fire-aligned creature. 1/day: action to summon a fire elemental for 1 hour, obeys. Also carries 5 charges of Control/Conjure Elemental spells. +1 fire damage to ranged attacks while attuned? DM says no, but use the brazier as a campfire/lantern passively.)
  • 2 daggers
  • Bone flute (Outlander tool)
  • Hunting trap
  • Waterskin (fire-plane equivalent: insulated obsidian flask)
  • Whetstone, flint & steel
  • Pouch: 15 gp (fire-plane trade: obsidian chips, brass disks)

Personality Details

Appearance: Craggy obsidian-grey skin with glowing amber cracks along his jaw and hands. Eyes are molten orange. Short-cropped smoky hair, no beard. Wears a patched leather hunting coat over a faded tunic. His weapons are old but meticulously maintained.

Voice: Low, gravelly, measured. Like a fire that's been burning low for a long time. Uses one-syllable words where possible.


Leveling Path (suggestion)

Level Choice
2 Spellcasting (pick: Hunter's Mark, Absorb Elements, Cure Wounds, Zephyr Strike, Ensnaring Strike)
3 Monster Slayer — Hunter's Sense, Slayer's Prey, +1 spell known
4 ASI: DEX 17+1 = 18 (or War Caster for concentration)
5 Extra Attack, 2nd level spells

Notes for you

  • Sharpshooter + Archery fighting style = javelins at full range with no cover penalty and +2 to hit. At level 5, two javelins/round. With Hunter's Mark + Slayer's Prey, you can stack damage quickly.
  • Brazier lets you summon a CR 5 fire elemental once/day — excellent ally for the fire plane itself.
  • Eversmoking Bottle gives you cover to reposition, hide, or disengage. Pairs well with ranged focus.
  • Javelin of Lightning gives you an AoE option before Extra Attack comes online.