Class & Subclass Background Race Alignment Level
Ranger Swarmkeeper Outlander Kobold Chaotic Neutral [[LVL]]


Proficiency: [[PROF]] Passive Perception: [[PP]] Initative: [[Initiative]]
Hit Points: [[HP]] Armor Class: [[CA]] Speed: 35ft
Strength [[STR_MOD]] ([[STR]])   Intelligence [[INT_MOD]] ([[INT]])
Dexterity [[DEX_MOD]] ([[DEX]])   Wisdom [[WIS_MOD]] ([[WIS]])
Constitution [[CON_MOD]] ([[CON]])   Charisma [[CHA_MOD]] ([[CHA]])
Saving Throws Modifier
Strength [[STR_ST]]
Dexterity [[DEX_ST]]
Constitution [[CON_ST]]
Intelligence [[INT_ST]]
Wisdom [[WIS_ST]]
Charisma [[CHA_ST]]
Skills Modifier   Skills Modifier
Acrobatics [[Acrobatics]]   Medicine [[Medicine]]
Animal Handling [[AnimalHandling]]   Nature [[Nature]]
Arcana [[Arcana]]   Perception [[Perception]]
Athletics [[Athletics]]   Performance [[Performance]]
Deception [[Deception]]   Persuasion [[Persuasion]]
History [[History]]   Religion [[Religion]]
Insight [[Insight]]   SleightOfHand [[SleightOfHand]]
Intimidation [[Intimidation]]   Stealth [[Stealth]]
Investigation [[Investigation]]   Survival [[Survival]]


Features & Traits


  • +2 Wis, +1 Con
  • Size: Small
  • Darkvision: dim light within 60 feet of you as if it were bright light, and in darkness as if it were in dim light.
  • Draconic Cry: (Bonus Actio, [[PROF]] charges, recharge long rest) Advantage for you+allies to enemies within 10 feet of you.
  • Kobold Legacy: Craftiness: Proficiency in Arcana.

Class & Subclass

  • Proficiencies: Animal Handling, Perception, Stealth
  • Ability Score Improvement (+2 Dex, Sharpshooter, +2 Cos)
  • Favored Foe: (When you Hit a creature, Concentration, [[PROF]] charges, recharge long rest) 1 minute or until you lose your concentration, 1d8 dmg extra on first attack each turn
  • Deft Explorer
  • Canny: Expertise Survival, +2 languages (Halfling, Gnomish)
  • Roving: Walking speed increases by 5, climbing speed and a swimming speed equal to your walking speed.
  • Tireless: ([[PROF]] charges, recharges on long rest) As an action, you can give yourself a number of temporary hit points equal to 1d8 + [[WIS_MOD]] (minimum of 1 temporary hit point).

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

  • Fighting Style: Archery +2 to hit for ranged weapons
  • Gathered Swarm: When you Hit a creature, choose one:
    • Target takes 1d6 piercing damage from the swarm.
    • Target Strength saving throw against spell save DC, on a fail be moved by the swarm up to 15 feet horizontally.
    • You are moved by the swarm 5 feet horizontally.
  • Swarmkeeper Magic: You learn mage hand. When you cast it, the hand takes the form of your swarming nature spirits.

You learn additional spells when you reach certain levels in this class:

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

  • Primal Awareness: You learn additional spells when you reach certain levels in this class:
  • 3rd speak with animals
  • 5th beast sense
  • 9th speak with plants
  • 13th locate creature
  • 17th commune with nature

  • Extra Attack
  • Writhing Tide: ([[PROF]] charges, recharges on long rest) As a bonus action, you gain a flying speed of 10 feet and can hover.
  • Land’s Stride: Moving through nonmagical difficult terrain costs you no extra movement. You can pass through nonmagical plants without being slowed or taking damage. In addition, advantage on saving throws against magically created plants or manipulated to impede movement.
  • Nature’s Veil: ([[PROF]] charges, recharges on long rest) 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.

  • Mighty Swarm 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.

  • Vanish: Hide action as a bonus action on your turn. You can’t be tracked by nonmagical means, unless you choose to leave a trail.
  • Swarming Dispersal: ([[PROF]] charges, recharges on long rest) 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.

Feat & Background

  • Proficiency Athletics & Survival
  • 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.
  • Sharpshooter: ignori cover, -5 to hit +10 dmg facoltativo

Tool Proficiencies

  • Flute


  • Elvish
  • Draconic
  • Halfling
  • Gnomish


Gold Silver Copper
10 0 0
  • staff
  • hunting trap
  • trophy from an animal you killed
  • set of traveler’s clothes




Spellcasting Ability: Wisdom Spell Save DC: 16 Spell Attack Bonus: 8
Mage Hand
1st level (4/4 slots)
faerie fire
speak with animals
zephyr strike
fog of cloud
2nd level (3/3 slots)
beast sense
pass without trace
3rd level (3/3 slots)
gaseous form
speak with plants
wind wall
4th level (2/2 slots)
arcane eye
locate creature
guardian of nature
Grasping Vine
Attribute Value   Attribute Value
Casting Time [[SPELL-CAST]] Range [[SPELL-RANGE]]