Declan Kittel

Short Rest    Long Rest
Human Ranger
  • bookmark_add Favored Enemy: Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

    Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

    When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
  • bookmark_add Natural Explorer: You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

    • You ignore difficult terrain.

    • You have advantage on initiative rolls.

    • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

    In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

    • Difficult terrain doesn’t slow your group’s travel.

    • Your group can’t become lost except by magical means.

    • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

    • If you are traveling alone, you can move stealthily at a normal pace.

    • When you forage, you find twice as much food as you normally would.

    • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  • bookmark_add Fighting Style: At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
    • bookmark_addArchery: You gain a +2 bonus to attack rolls you make with ranged weapons.
    • bookmark_addDefense: While you are wearing armor, you gain a +1 bonus to AC.
    • bookmark_addDueling: 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.
    • bookmark_addTwo-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
    • bookmark_addBlind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
    • bookmark_addDruidic Warrior: You learn two can trips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.
    • bookmark_addThrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • bookmark_add Primeval Awareness: Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.

    You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

    You cannot use this ability against a creature that you have attacked within the past 10 minutes.

    Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.

    If there are multiple groups of your favored enemies within range, you learn this information for each group.
  • bookmark_add Ability Score Improvement: When you reach 4th level you can gain a feat, increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
  • bookmark_add Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.
  • bookmark_add Deft Explorer (optional): Replaces the Natural Explorer feature

    You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.
    • bookmark_addCanny: Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. You can also speak, read, and write two additional languages of your choice.
  • bookmark_add Favored Foe: Replaces the Favored Enemy feature and works with the Foe Slayer feature

    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 I minute or until you lose your concentration (as if you were concentrating on a spell).

    The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

    You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish along rest.

    This feature's extra damage increases when you reach certain levels in this class: to ld6 at 6th level and to 1d8 at 14th level
  • bookmark_add Spellcasting Focus (optional): You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.
  • bookmark_add Primal Awareness (optional): Replaces the Primeval Awareness feature

    You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.

    You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.
    • bookmark_addPrimal Awareness Spells: Ranger level | Spell
      3rd | Speak with animals
      5th | Beast sense
      9th | Speak with plants
      13th | Locate creature
      17th | Commune with nature
  • bookmark_add Martial Versatility (optional): Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.
Beast Master
  • bookmark_add Animal Companion: At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.

    With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.

    At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time.

    If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.

    If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.
  • bookmark_add Animal Companion: Your animal companion gains a variety of benefits while it is linked to you.

    The animal companion loses its Multiattack action, if it has one.

    The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

    When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.

    Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.

    Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.

    For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.

    Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

    Your companion shares your alignment, and has a personality trait and a flaw. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”

    Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.
  • bookmark_add Primal Companion (Alternative): Replaces the Ranger's Companion feature

    You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block- Beast of the Land, Beast of the Sea, or Beast of the Sky- which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.

    In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

    If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.

    When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.
Spy
  • bookmark_add Skill Proficiencies: Deception, Stealth
  • bookmark_add Tool Proficiencies: One type of gaming set, thieves' tools.
  • bookmark_add Equipment: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp.
  • bookmark_add Spy Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other spies. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
  • bookmark_add Suggested Characteristics: Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.
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