Dierde | Character: Shadow

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Shadow of Dierde

Shadow



UPDATED

October 2, 2025

  • working on TOC

See Also

Settlements

  • Outding Refuge, Vyerith's Crown
  • Skola Vale
  • Forlione
  • Sutley
  • Rotham
  • River's Keep
  • New Haven
  • Thornwinds

Characters

  • Barlo
  • Bastion
  • Calliope
  • Sas
  • Shadow

Not related: Sace

Table of Contents

Shadow in the Snow

Level 14 Ranger | Swarmkeeper


Alignment: Chaotic Neutral
Race: Tabaxi
Background: Outlander


HP Init AC Speed
152 (14d10 + 3) +5.2 18 (๏ธStudedd Leather +1) 45 ft.
Stand Leap Running Leap Swim Climb Fly
8 ft. 16 ft. 22 ft. 20 ft. 40 ft.

Ability Scores

STR DEX CON INT WIS CHA
16 20 16 13 18 10
+3 +5 +3 +1 +4 +0

Saving Throws

โ˜‘ +8 Strength โ˜ +1 Intelligence
โ˜‘ +10 Dexterity โ˜ +4 Wisdom
โ˜ +3 Constitution โ˜ 0 Charisma

Skills

โ˜ +5 Acrobatics (D) โ˜ +2 Medicine (W)
โ˜ +4 Animal Handl'n (W) โ˜‘ +6 Nature (I)
โ˜ +1 Arcana (I) โ˜‘ +14 Perception (W)
โ˜‘ +8 Athletics (S) โ˜ +0 Performance (C)
โ˜ +0 Deception (C) โ˜ +0 Persuasion (C)
โ˜ +1 History (I) โ˜ +1 Religion (I)
โ˜‘ +9 Insight (W) โ˜ +5 Sleight of Hand (D)
โ˜ +0 Intimidation (C) โ˜‘ +10 Stealth (D)
โ˜‘ +6 Investigation (I) โ˜‘ +9 Survival (W)

Languages / Proficiencies

  • Armor: Light Armor, Medium Armor, Shields
  • Weapon: Longbow, Martial, Simple
  • Languages: Common, Draconic, Dwarvish, Giant, Goblin, Tabaxi
  • Tattoo Kit
  • Pan Flute
  • Feats Mobile, Piercer
  • Proficiency Bonus +5
  • Passive Perception 24

Character Sheet

Appearance

Tabaxi with white leopard skin, left ear was long ago had half of it chewed off.

Character Backstory

After receiving a strange coin she went off to learn more about it.

Personality Traits

Traits: I'm driven by a wanderlust that led me away from home.

I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.

Ideals: Change: Life is like the seasons, in constant change, and we must change with it.

Bonds: My family is the most important thing in my life, even when they are far from me.

Flaws: There's no room for caution in a life lived to the fullest.


Features and Traits

Tabaxi

  • Ability Scores. Dexterity +2; Charisma +1
  • Size. Medium
  • Speed. 30 ft., climb 20 ft.

Age. Tabaxi have lifespans equivalent to humans.

Size. Tabaxi are taller on average than humans and relatively slender. Your size is Medium.

Darkvision. You have a cat's keen senses, especially in the dark. 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.

Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Cat's Talents. You have proficiency in the Perception and Stealth skills.

Languages. You can speak, read, and write Common and one other language of your choice.

Ranger

Hit Points

Hit Dice: 1d10

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Ranger level after 1st

Proficiencies

Armor: light armor, medium armor, shields

Weapons: simple weapons, martial weapons

Tools: none

Saving Throws: Strength, Dexterity

Skills: Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.

Starting Equipment

You start with the following items, plus anything provided by your background.

Alternatively, you may start with 5d4 ร— 10 gp to buy your own equipment.

Multiclassing

Ability Score Minimum: Dexterity 13, Wisdom 13

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.

Armor: light armor, medium armor, shields

Weapons: simple weapons, martial weapons

Skills: Choose 1 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.


Source: PHB, page 89. Available in the SRD 5.1 and the Basic Rules (2014).

Race & Class Description

Feats

Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Piercer

You have achieved a penetrating precision in combat, granting you the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.
  • When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

๐Ÿ”ฎ Spellcasting

Shadow is a 14th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). She regains spell slots after finishing a long rest. She knows the following Druid spells:

Subclass

  • Faerie Fire (1x day)
  • Web (1x day)
  • Speak With Animals (1x day)
  • Beast Sense (1x day)
  • Speak with Plants (1x day)
  • Locate Creature (1x day)
  • Communicate with Nature (1x day)

Ranger

  • Cantrip: Mage Hand
  • 1st Level (4): Hunter's Mark, Cure Wounds, Ensnaring Strike, Hail of Thorns
  • 2nd Level (3): Pass Without a Trace, Healing Spirit, Spike Growth, Silence
  • 3rd Level (3): Conjure Barrage, Lightning Arrow, Gaseious Form, Wind Wall
  • 4th Level (1): Arcane Eye, Summon Elemental

Mark of the Adventurer

  • Cantrip: Thorn Whip

2014 All Spells, and Homebrew Allowed in Dierde



Feats & Spellcasting
shadow-class-description

Ranger

Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon's thick scales.

Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he's been tracking and sends the hawk to distract the creature while he readies his bow.

Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.

Deadly Hunters

Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilizationโ€”humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.

Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature's power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger's talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.

Independent Adventurers

Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger's true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the firstโ€”and possibly the lastโ€”line of defense.

Class

This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization's foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

Creating a Ranger

As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger's ways? Did you leave your apprenticeship, or was your mentor slainโ€”perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.

What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?

Quick Build

You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background.


The following information is from Xanatharโ€™s Guide to Everything, page 40.

โ€œI spend a lot of my life away from civilization, keeping to its fringes to protect it. Don't assume that because I don't bend the knee to your king that I haven't done more to protect him than all his knights put together.โ€

โ€” Soveliss

Rangers are free-minded wanderers and seekers who patrol the edges of civilized territory, turning back the denizens of the wild lands beyond. It is a thankless job, since their efforts are rarely understood and almost never rewarded. Yet rangers persist in their duties, never doubting that their work makes the world a safer place.

A relationship with civilization informs every ranger's personality and history. Some rangers see themselves as enforcers of the law and bringers of justice on civilization's frontier, answering to no sovereign power. Others are survivalists who eschew civilization altogether. They vanquish monsters to keep themselves safe while they live in and travel through the perilous wild areas of the world. If their efforts also benefit the kingdoms and other civilized realms that they avoid, so be it.

If you're creating or playing a ranger character, the following sections offer ideas for embellishing the character and enhancing your roleplaying experience.

โ€œI'm a monster. Are you going to try to kill me? Didn't think so. Go kill some goblins or something. On second thought, goblins aren't monsters - they're people. So maybe you should call yourself a people killer.โ€

โ€” Xanathar

View of the World

A ranger's view of the world begins (and sometimes ends) with that character's outlook toward civilized folk and the places they occupy. Some rangers have an attitude toward civilization that's deeply rooted in disdain, while others pity the people they have sworn to protectโ€”though on the battlefield, it's impossible to tell the difference between one ranger and another. Indeed, to those who have seen them operate and been the beneficiaries of their prowess, it scarcely matters why rangers do what they do. That said, no two rangers are likely to express their opinions on any matter in the same way.

If you haven't yet thought about the details of your character's worldview, consider putting a finer point on things by summarizing that viewpoint in a short statement (such as the entries on the following table). How might that feeling affect the way you conduct yourself?

Homelands

All rangers, regardless of how they came to take up the profession, have a strong connection to the natural world and its various terrains. For some rangers, the wilderness is where they grew up, either as a result of being born there or moving there at a young age. For other rangers, civilization was originally home, but the wilderness became a second homeland.

Think of your character's backstory and decide what terrain feels most like home, whether or not you were born there. What does that terrain say about your personality? Does it influence which spells you choose to learn? Have your experiences there shaped who your favored enemies are?

Sworn Enemy

Every ranger begins with a favored enemy (or two). The determination of a favored enemy might be tied to a specific event in the character's early life, or it might be entirely a matter of choice.

What spurred your character to select a particular enemy? Was the choice made because of tradition or curiosity, or do you have a grudge to settle?

Class

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

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 that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Favored Foe

1st-level ranger optional feature, which 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 1 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 a long rest.

This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Natural Explorer

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • 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.

You choose additional favored terrain types at 6th and 10th level.

Deft Explorer

1st-level ranger optional feature, which 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.

Canny

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.

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.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting TCE p41

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.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Druidic Warrior TCE p57

You learn two cantrips 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.

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.

Class

Thrown Weapon Fighting TCE p42

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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.

Spell Slots

The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + Wisdom modifier + Proficiency Bonus

Spell attack modifier = Wisdom modifier + Proficiency Bonus

Spellcasting Focus TCE p56

2nd-level ranger optional feature

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.

Ranger Archetype

At 3rd level, you choose an archetype that you strive to emulate from the list of available archetypes. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.

Primeval Awareness

Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.

Primal Awareness TCE p56

3rd-level ranger optional feature, which 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.

Primal Awareness Spells

Ranger Level Spell
3rd speak with animals
5th beast sense
9th speak with plants
13th locate creature
17th commune with nature

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.

Class

Ability Score Improvement

When you reach 4th level, you can 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.

If your DM allows the use of feats, you may instead take a feat.

Martial Versatility TCE p56

4th-level ranger optional feature

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Favored Enemy and Natural Explorer improvements

At 6th level, you gain an additional favored terrain.

At 6th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures.

Deft Explorer Improvement TCE p56

You gain an additional benefit when you reach 6th level in this class.

Roving

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Ranger Archetype feature

At 7th level, you gain a feature granted to you by your Ranger Archetype.

Ability Score Improvement

When you reach 8th level, you can 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.

If your DM allows the use of feats, you may instead take a feat.

Land's Stride

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.

Hide in Plain Sight

Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Nature's Veil TCE p56

10th-level ranger optional feature, which replaces the Hide in Plain Sight feature

You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

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

Natural Explorer improvement

You gain an additional favored terrain.

Deft Explorer Improvement TCE p56

You gain an additional benefit when you reach 10th level in this class.

Tireless

As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, 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.

Class

Ranger Archetype feature

At 11th level, you gain a feature granted to you by your Ranger Archetype.

Ability Score Improvement

When you reach 12th level, you can 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.

If your DM allows the use of feats, you may instead take a feat.

Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Favored Enemy improvement

At 14th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures.

### Ranger Archetype feature

At 15th level, you gain a feature granted to you by your Ranger Archetype.

## Ability Score Improvement

When you reach 16th level, you can 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.

If your DM allows the use of feats, you may instead take a feat.

## Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

## Ability Score Improvement

When you reach 19th level, you can 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.

If your DM allows the use of feats, you may instead take a feat.

## Foe Slayer

At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Class

Swarmkeeper TCE p59

Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.

Gathered Swarm TCE p59

3rd-level Swarmkeeper feature

A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you're alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.

Swarm Appearance

d4 Appearance
1 Swarming insects
2 Miniature twig blights
3 Fluttering birds
4 Playful pixies

Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:

  • The attack's target takes 1d6 piercing damage from the swarm.
  • The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
  • You are moved by the swarm 5 feet horizontally in a direction of your choice.

It's Your Swarm

A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the "Personalizing Spells" section in chapter 3.

Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide!

Swarmkeeper Magic TCE p59

3rd-level Swarmkeeper feature

You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Swarmkeeper Spells

Ranger Level Spells
3rd faerie fire
5th web
9th gaseous form
13th arcane eye
17th insect plague

Writhing Tide TCE p59

7th-level Swarmkeeper feature

You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.

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

Mighty Swarm TCE p59

11th-level Swarmkeeper feature

Your Gathered Swarm grows mightier in the following ways:

  • The damage of Gathered Swarm increases to 1d8.
  • If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.
  • When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.

Swarming Dispersal TCE p59

15th-level Swarmkeeper feature

You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.

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

subclass

Background

Outlander

  • Skill Proficiencies: Athletics, Survival
  • Tool Proficiencies: One type of musical instrument
  • Languages: One of your choice
  • Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp

Feature: Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Specialty

You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.

Suggested Characteristics

Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.

Background

Personal

Family

Parents

  • Spell of Rain "Rain" | (Neutral) Cleric Laborer
  • Brave Lace "Brave" | (Chaotic Neutral) Ranger Merchant

Siblings (Brothers)

  • Quirky Time | (Neutral) Barbarian Laborer
  • Flame of Passion | (Chaotic Neutral) Rogue artisan
  • Three Tree | (Neutral) Druid Farmer
  • Curious Dust | (Neutral) Rogue Academic
  • Little Luck | (Neutral) Cleric hermit
  • Icy Deer | (Neutral) Wizard Merchant
  • Belly of a Beast | (Neutral) Rogue Laborer

Additional

Current curiosity obsession: Rumors of another Cat Goddess named Bast. Allegedly there is a temple devoted to her somewhere in the desert.

Quirk: I can't help but pocket interesting objects I come across.

Tribal Nomad

Feature: Wanderer

She became an outlander because it is what her clan does. She found purpose in the comfort of nature and her mother's ranger background that led to her interest in learning the ways of the Ranger

Treasures

Owlbear feathers braided into her hair from the owlbear she tried to save.

Trinket: A gold coin minted in an unknown land

village cache of items:

  • A tiny painting showing a vulture carrying a bone in its beak
  • *A tiny statue of a gnome
  • Book of nursery rhymes
  • A spool of silvery thread
  • Small brass rubix cube
  • An ivory knitting needle
  • A glass eye
  • A rock made of sea glass
  • A gold filigree button

Potion of greater healing Bottomless Mug A masterwork stone mug, of the highest quality. Despite being normal sized, the mug can hold 10 gallons or 40 liters of liquid.

Backstory

Birth: 01/18/1999

Deep in the snowy mountains of the Fractured Hills, high in the north, there lived a large group of Tabaxi, The Blinding Wild Clan.

During a particularly beautiful new moon cycle, when all three moons were dark, a little white tabaxi was born as the last of her 7 siblings, all brothers. Her tribe was not the most attuned with astronomy and so they were not aware that the second and third moons were actually having an unprecedented eclipse.

Being the youngest, and only female, she learned quickly how to defend herself and play along with her brothersโ€™ games. They treated her kindly, beyond the typical brother-picks-on-little-sister mentality, and often let her tag along when they went hunting. She learned a great deal from them on how to blend into the snow and sneak so quietly no one could hear. She soon surpassed even her eldest brother with her natural ability to blend into nature and disappear almost entirely. This is what earned her her name, Shadow in the Snow.

The family had a Modest Lifestyle, and both parents were the ones raising the family in a small house. She had several friends and her childhood was generally a happy one. .

It was quite normal for Tabaxi in their clan to wander the world, to return many moons later with incredible stories of their adventures and life. This was also how the clan was able to stay mostly isolated up in the snowy mountains and still know the happenings of the outside world.

As Shadow grew older, she also grew bored and looked forward to when clan members returned with stories. It was quite a large clan so it often happened that 5 or 6 would return in the same year from their wanderings. The adventures they shared were incredible and Shadow longed for her turn to go. She knew she would miss her family terribly but she also knew she was destined for more.

As was custom, on Shadowโ€™s 21st name day she was visited by the clan shaman. He told her that she would accomplish much in her life and affect many, both good and evil. He also gifted her a gold coin engraved with the silhouette of an unfamiliar looking cat. "This coin comes from a land far away", he told her. "Keep it close, keep it safe and may you always be protected".

The following week Shadow set out into the snow, eyes bright and cheeks still warm from her family's kisses, to fulfil her calling into learning the ways of the Ranger.

She has decided to go to Neyer to learn more about this coin.

Loved and Lost

When she was young, she found a small gnome statue in the house of a friend and took it home. She didn't know it was a family heirloom and her friend's father was frantically looking for it everywhere; shadow never told anyone she had it. This was the start of her little box of collections.

Personal

Other

Marks & Tattoos

Tattoos

  • Mark of the Adventurer (back of neck)
  • Mark of the Archer (Arm, Medium Average)
    • Done by Tipsy

Factions & Connections

  • Member, in good standing, The Etched Canvas
  • Lord of Kampos to the Lady of Skola Vale
  • Connection to Bast through the coin
  • Connection to Paradox through Village Elder
  • Connection to Arktos
Marks, Tattoos, and Factions

Attacks & Gear

Name Attack Bonus Damage/Type
Claws 8 1d4+3 slashing
๐Ÿ”ฎ Flame Tongue Shortsword 10 1d6+5 piercing + 2d6 fire
๐Ÿ”ฎ ๐Ÿน +2 Longbow of Eberron, Force 2d8 15 1d8+7 Piercing + 2d8 Force+ 2 Magic Bonus
Cure Wounds - 1d8+4 Healing
Healing Spirit - 1d6 Healing
Conjure Barrage DC17 3d8 Nonmagical weapon/ammunition damage
Thorn Whip 9 3d6 Piercing
Hunter's Mark - 1d6
Hail of Thorns DC17 1d10 Piercing
Wind Wall DC17 3d8 Bludgeoning
Fighting Style +2
Mark of the Archer +1
Favored Foe 1d8
Hunter's Mark 1d6
Gathered Swarm 1d8
Bracers of Archery +2

Gear

Q Item Total Weight
1 ๐Ÿ”ฎ ๐Ÿน +2 Longbow of Eberron, Force 2d8 2
1 ๐Ÿ”ฎ ๐Ÿ›ก๏ธStudded Leather Armor +1 13
1 ๐Ÿน Quiver - large 1
28 Arrows 0.05
1 ๐Ÿ”ฎ Bag of Colding 15
1 ๐Ÿ”ฎ Amulet of Proof Against Detection and Location [A] 0.02
1 ๐Ÿ”ฎ Ring of Alertness (A*) 0.02
1 ๐Ÿ”ฎ Treant Draught (Eldertwig) 0.2
Q Item Total Weight
1 ๐ŸŽ’Backpack 5
1 Waterskin 5
1 Whetstone 1
1 Tinderbox 1
1 Pan flute 2
1 Dice set 0
1 Playing card set 0
1 A gold coin minted in an unknown land 0.02
1 Component pouch 2
10 smoked meat rations 2
1 tattoo kit 5
1 ๐Ÿ”ฎ glove puppet 0.02
1 ๐Ÿ”ฎ wooden knife 0.02
1 full tattoo ink set 8oz left 1
3 ๐Ÿ”ฎ Glass tipped arrows 0.02
1 ๐Ÿ”ฎ 1/2 sphere blue gem form meenlock
5 ๐Ÿ”ฎ Ice Arrows 0.02
5 ๐Ÿ”ฎ Sleep Arrows
1 rabbits foot
1 ๐Ÿ”ฎ Necklace of Fireballs (3 beads)
3 ๐Ÿ”ฎ Potion of Healing 0.5
1 ๐Ÿ”ฎ potion of greater healing 0.5
1 healer's kit (for tattoo application) 3
1 Bottomless Mug
1 Bracers of Archery 0
1 Vale pin
1 Forlione pin
3 vial of acid 2d6
12 bottles of Tharros wine
7 pollution crystal dragon spkes 2
Attacks & Gear

Saddlebags of Holding

Q Item Total Weight
2 pollution crystal dragon teeth 1
3 water stones
2 heat stones
1 metallic ink 1oz
1 prismatic ink 1oz
1 mood ink 1oz
1 3D ink 1oz
1 Detection ink 1oz
1 embroidered cloak (stealth ADV)
1 wooden figure - monkey sounds
1 wooden figure - tiger sounds
1 glow ink 1oz
1 Clockwork Amulet 0
2 oil of slipperiness
2 carrion crawler poison (6 arrows)
1 abyssal chicken feather
1 strange black obsidian dagger
Q Item Total Weight
12 Displacer canine teeth 0.02
24 ๐ŸงจDwarven bottle rockets 0.02
50 ๐ŸงจGoblin firecrackers 0.02
2 ๐Ÿงจgoblin firecracker-string of 25 0.02
24 ๐ŸงจFlying Dragons 0.02
12 ๐ŸงจWand of Warrior Candle 0.02
1 ๐Ÿ”ฎ Frost Brand Shortsword 2
10 Rations 2
10 Torch 1
1 Fishing Tackle 4
1 Hempen Rope 10
12 Beads (various colors)
1 Almiraj horn 0.5
3 Outding Natural Crystals Frags
1 Shiny rocks from troll den
1 perfectly smooth stone 0.02
1 stone snake statue 0.02
3 owlbear feathers 0.02
1 elder potion
1 scrimshaw by Seraphina
1 ๐Ÿ’Žfire opal 1000gp
1 ๐Ÿ’Žstar ruby 1000gp
1 ๐Ÿ’Žyellow sapphire 1000gp
1 ๐Ÿ’Žtopaz 500gp
1 ๐Ÿ’Žalexandrite 500gp
1 ๐Ÿ’Ž Carnelian
1 ๐Ÿ’Ž Bloodstone
2 ๐Ÿ’Žmoonstones
Attacks & Gear

Bag of Holding (Sas)

Q Item Total Weight
1 ๐Ÿ’Ž bag of diamond dust (50gp)
1 ๐Ÿ’Ž bag of gems (~100gp) 0.02
1 ๐Ÿ”ฎAlchemy Jug 0.02
1 ๐Ÿ”ฎAmulet of Proof against Detection and Location 0.02
1 ๐Ÿ”ฎMagic 8 Ball 0.02
2 ๐Ÿ”ฎPotion of Superior Healing 0.02
1 ๐Ÿ”ฎChime of Opening (5 uses) 0
4 ๐Ÿ”ฎ Greater Healing Potion 0.02
1 ๐Ÿ”ฎImmovable Rod 2
1 ๐Ÿ”ฎ Potion of Diminution 0.02
1 ๐Ÿ”ฎPotion of Gaseous Form 0
1 ๐Ÿ”ฎ Ring of Free Action 0.02
2 ๐Ÿ”ฎ Potion of Supreme Healing 0.02
1 ๐Ÿ”ฎ Scroll of Expeditious Retreat
1 ๐Ÿ”ฎ Scroll of Light
1 ๐Ÿ”ฎ Scroll of Telescription 0.0004
1 Letter from Ursa 0.0004
1 Letter about Reggie 0.0004
1 ๐Ÿ“– Devil Men of the Deep, the Study of the Walking Piscine Killers (Mostly Read) 2.5
1 ๐Ÿ““ Jacoby's Journal (Little read, but lars Read) 2.5
1 ๐Ÿ“– Green Thumb, Gardening Book(not read) 2.5
1 ๐Ÿ“– Known Claims of the Far Realm 5
1 ๐Ÿ“– Necromantic Artes v.1 (Read by Bastion) 5
1 ๐Ÿ“– Rocks, Crystals, and Gemstones (Not Read) 2
1 ๐Ÿ“• Short History of Dwarves 4
1 ๐Ÿ“• Basic Carpentry for Complex Dungeons 5
1 ๐Ÿ’Ž amber 100gp
0 ๐Ÿ’Ž amethyst 100gp
2 ๐Ÿ’Ž azurite 0.0004
1 ๐Ÿ’Ž bloodstone (50gp) 0.0004
1 ๐Ÿ’Ž blue quartz 0.0004
0 ๐Ÿ’Ž carnelian (50gp) 0.0004
2 ๐Ÿ’Ž chalcedony (50gp) 0.0004
2 ๐Ÿ’Ž black stone oval Chardyln
2 ๐Ÿ’Ž chrysoberyl 100gp
1 ๐Ÿ’Ž chrysoprase (50gp) 0.0004
Q Item Total Weight
1 ๐Ÿ’Ž citrine (50gp) 0.0004
2 ๐Ÿ’Ž coral 100gp
7 ๐Ÿ’Ž diamonds (50gp) 0.0004
2 ๐Ÿ’Ž agate 0.0004
1 ๐Ÿ’Ž golden locket 0.02
2 ๐Ÿ’Ž hematite 0.0004
3 ๐Ÿ’Ž jade 100gp
2 ๐Ÿ’Ž jasper (50gp)
1 ๐Ÿ’Ž jet 100gp
1 ๐Ÿ’Ž lapis lazuli
1 ๐Ÿ’Ž moonstone (50gp) 0.0004
1 ๐Ÿ’Ž onyx (50gp) 0.0004
4 ๐Ÿ’Ž pearl 100gp
1 ๐Ÿ’Ž rhodochrosite 0.0004
1 ๐Ÿ’Ž star rose quartz (50gp) 0.0004
1 ๐Ÿ’Ž tiger eye 0.0004
1 bottle of honey 0.2
1 notched giant eagle claw 0.02
1 human bone necklace 0.02
1 pouch chewing tobacco 0.02
1 ๐Ÿ“– Spellbook of a Botanist 5
1 ๐Ÿ““ Journal of a Botanist 5
1 small mirror
1 potion of growth
1 brass key
1 cloth gloves
1 bottle of honey
1 set of fine brushes (5gp)
1 potion of climbing
1 pieces of Solec's shell
1 iron tea set
1 oil of slipperiness
1 harvesting kit 30
1 1 Hemp Rope 50ft
1 ring with AO signet
1 burned book with Meklans handwriting
4 ๐Ÿ’Žsmoky quartz (10gp each)
11 ๐Ÿ’Ž15 onyx (10go each)
10 ๐Ÿ’Žgems (10gp each)
Q Item Total Weight
2 Garnets 100g each
1 blue crystal powder
1 red crystal powder
1 Glyph Stone
5 adamantine ingot 1000gp/e
1 Acid Sling ring
1 Bracers of Celerity
1 ๐Ÿ’Žalexandrite 500gp
2 ๐Ÿ’Žblue spinel 500gp/e
1 ๐Ÿ’Žaquamarine 500gp
5 ๐Ÿ’Žblack pearl 500gp/e
2 ๐Ÿ’Žperidot 500gp/e

Calliope's Handy Haversack

Q Item Total Weight
๐ŸŽ’ ๐ŸŽ’Large Central (8 cubic feet, 80 lbs.) ๐ŸŽ’ ๐ŸŽ’
๐ŸŽ’ ๐ŸŽ’Left Side (2 cubic feet, 20 lbs.)๐ŸŽ’ ๐ŸŽ’
๐ŸŽ’ ๐ŸŽ’Right Side (2 cubic feet, 20 lbs.)๐ŸŽ’ ๐ŸŽ’
1 ๐Ÿ“– A Guide to the Underdark by Drizzt Do'Urden (Mostly Read) 2.5
1 ๐Ÿ“• The Magic of Stone and the Souls of Mountains by Theoderus (Not Read) 3
1 ๐Ÿ“• Analysis of Divination Spell Extension into the Astral Plane by Yaphyll (Not Read) 2.5
1 ๐Ÿ“• This Ore That; Choosing your first Rock Golem by Safiya (Not read) 2.5
1 ๐Ÿ“• Making Friends; a History of Necromancy by Xzar (Not read) 5.5
1 ๐Ÿ“– The Monster Harvesterโ€™s Handbook (Mostly read) 5
1 Art Objects (750gp)
1 Art objects (750g)
1 Art Objects (750 g)

Spells

Cantrips

Name Level Time School C. Range
๐Ÿ”ต Light [Race] Cantrip Action Evoc. Touch
๐Ÿ”ต Mage Hand Cantrip Action Conj. 30 feet
๐Ÿ”ต โš”๏ธ Booming Blade Cantrip Action Evoc. Self
(5' radius)
๐Ÿ”ต โš”๏ธ Fire Bolt Cantrip Action Evoc. 120 feet
๐Ÿ”ต โš”๏ธ Sword Burst Cantrip Action Conj. Self
(5' radius)
๐Ÿ”ต Prestidigitation Cantrip Action Trans. 10 feet

Level 1 [4]

Name Level Time School C. Range
๐Ÿ”ต โš”๏ธ Sleep [Race] 1st Action Ench. 90 feet
๐Ÿ”ต Silent Image 1st Action Illu. ร— 60 feet
๐Ÿ”ด โš”๏ธ Silvery Barbs 1st Reaction Ench. 60 feet
๐Ÿ“• Find Familiar 1st (rit.) 1 Hr. Conj. 10 feet
๐Ÿ“• Alarm 1st (rit.) 1 Min. Abj. 30 feet
๐Ÿ“• Tenser's Floating Disk 1st (rit.) Action Conj. 30 feet
๐Ÿ“• Comprehend Languages 1st (rit.) Action Divin. Self
๐Ÿ“• Illusory Script 1st (rit.) 1 Min. Illu. Touch
๐Ÿ“• Unseen Servant 1st (rit.) Action Conj. 60 feet
๐Ÿ“• Detect Magic 1st (rit.) Action Divin. ร— Self
๐Ÿ“• Identify 1st (rit.) 1 Min. Divin. Touch

Level 2 [3]

Name Level Time School C. Range
๐Ÿ”ต Invisibility [Race] 2nd Action Illu. ร— Touch
๐ŸŸก Misty Step [C] 2nd Bonus Conj. Self
๐Ÿ”ต Blur 2nd Action Illu. ร— Self
Name Level Time School C. Range
๐Ÿ”ต โš”๏ธ Spray of Cards [C] 2nd Action Conj. Self
(15-foot cone)
๐Ÿ”ต Mirror Image 2nd Action Illu. Self
๐Ÿ”ต โš”๏ธ Phantasmal Force 2nd Action Illu. ร— 60 feet
๐Ÿ”ต โš”๏ธ Tasha's Mind Whip 2nd Action Ench. 90 feet
๐Ÿ“• Magic Mouth 2nd (rit.) 1 Min. Illu. 30 feet
๐Ÿ“• Gentle Repose 2nd (rit.) Action Necro. Touch
๐Ÿ“• Skywrite 2nd (rit.) Action Trans. ร— Sight
๐Ÿ“š๐Ÿ“š Augury 2nd (rit.) 1 Min. Divin. Self

Level 3 [All Ritual]

Name Level Time School C. Range
๐Ÿ“• Phantom Steed 3rd (rit.) 1 Min. Illu. 30 feet
๐Ÿ“• Feign Death 3rd (rit.) Action Necro. Touch
๐Ÿ“• Leomund's Tiny Hut 3rd (rit.) 1 Min. Evoc. Self
(10-foot-radius hemisphere)
๐Ÿ“• Water Breathing 3rd (rit.) Action Trans. 30 feet

Level 4 [All Ritual]

Name Level Time School C. Range
๐Ÿ“• Divination 4th (rit.) Action Divin. Self

Level 5 [All Ritual]

Name Level Time School C. Range
๐Ÿ“• Contact Other Plane 5th (rit.) 1 Min. Divin. Self
๐Ÿ“• Rary's Telepathic Bond 5th (rit.) Action Divin. 30 feet

Level 6 [All Ritual]

Name Level Time School C. Range
๐Ÿ“š๐Ÿ“š Drawmij's Instant Summons 6th (rit.) 1 Min. Conj. Touch
Spellbook

Cantrips

Booming Blade

Evocation cantrip


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).


Level 1 Spells

Silvery Barbs

1st-level enchantment


  • Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.


Spellbook
 

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