EXP: 750 / 1250
Class: Level 3 Ranger / Lvl 2 Monk
Ki Points: 2
HP: 45 / 45 (lvl 2 monk 17) + (Lvl 3 Ranger 18)
Hit Dice 2d8 (monk)
Proficiency: [BONUS+2] Athletics<str>, Stealth<dex> (Monk); Survival <wis>, Animal Handling <wis>, Investigation <int> (Ranger)
Stock: Explorer's Pack, 10 Darts (3d4 Piercing), 3 Short Swords 1d5 Slashing. Leather Armor, Dungeoneer Pack, Longbow with Quiver of 20 Arrows (2d10 piercing)
â€˘ You gain proficiency with three martial weapons of your choice. A martial weapon is considered a kensei weapon for you if youâ€™re proficient with it.
â€˘ Whenever you wield a kensei weapon, you choose whether to use Dexterity or Strength for the attack and damage rolls of the weapon, and you choose whether to use your Martial Arts damage die in place of the weaponâ€™s damage die.
â€˘ When you take the Attack action on your turn and hit a target with a kensei weapon, you can use a bonus action to pummel the target, dealing an additional 1d4 bludgeoning damage to that target and to any other target you hit with the weapon as part of the Attack.
â€˘ If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use that weapon to defend yourself. You gain a +2 bonus to AC until the start of your next turn while you are not incapacitated and the weapon is in your hand. One with the Blade At 6th level, you extend your ki into the weapons you hold, granting you the following benefits. Magic Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Precise Strike. You can focus your attention on a single target in battle to understand and overcome its defenses. As a bonus action, pick one creature you can see within 30 feet of you. The next weapon attack you make against that creature during the current turn adds double your proficiency bonus to the attack roll, rather than your normal proficiency bonus. Once you use this ability, you canâ€™t use it again until you finish a short or long rest. Sharpen the Blade At 11th level, you gain the ability to augment your weapons with the strength of your ki. As a bonus action, you can expend up to 3 ki points to grant a weapon you touch a bonus to attack and damage rolls while you wield it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute.
Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beastâ€™s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher.
The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesnâ€™t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one attack yourself and you can command the beast to take an Attack action.
While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isnâ€™t hostile to you, either the same type of beast as before or a different one.
Like any creature, the beast can spend Hit Dice during a short rest. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.
Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn.
Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multi-attack action if it has that action.
Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you
Favored EnemyBeginning 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.
Natural ExplorerYou 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:
You choose additional favored terrain types at 6th and 10th level.
- 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.
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. Spell SlotsThe Ranger table shows how many Spell Slots you have to cast your 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 HigherYou know two 1st-level Spells of your choice from the ranger spell list.You learn an additional ranger spell of your choice at each odd numbered level thereafter. 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 Spellsyou 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 AbilityWisdom 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 Spellcastingability. 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 + your proficiency bonus + your Wisdom
modifierSpell Attack modifier
= your proficiency bonus + your Wisdom
Fighting StyleAt 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You canâ€™t take a Fighting Style option more than once, even if you later get to choose again.
ArcheryYou gain a +2 bonus to Attack rolls you make with Ranged Weapons.
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a Shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without