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Bathys Anemos · Character Sheet

Sophirus

Ranger 8 / Beast Master · Archery / Sharpshooter

Chthonic Tiefling / Acolyte

Armor Class26
Hit Points
82 / 82
Manual
Temporary HP
0
Does not stack
Hit Dice (d10)
8 / 8
Long Rest, manual
Death successes
0 / 3
Recorded results; reset manually when Stable or regaining HP
Death failures
0 / 3
Recorded results; reset manually when Stable or regaining HP
Proficiency Bonus+3
Initiative+4
Speed40 ft.
SizeNot recorded
Passive Perception20
Heroic InspirationNot available

Maximum HP: 82 = base 82 + Aid 0 + manual +0

STR

+1Modifier
12Score
●+5Saving throw
○+1Athletics

DEX

+4Modifier
19Score
●+8Saving throw
○+4Acrobatics
●+7Sleight of Hand
●+7Stealth Adv.

CON

+2Modifier
15Score
○+3Saving throw

INT

+1Modifier
13Score
○+2Saving throw
○+1Arcana
○+1History
○+1Investigation
○+1Nature
●+4Religion

WIS

+4Modifier
19Score
○+5Saving throw
○+4Animal Handling
●+7Insight
○+4Medicine
◆+10Perception
○+4Survival

Training & Languages

Light and Medium armor; Shields; Simple and Martial weapons. Calligrapher's Supplies.

Common, Goblin, Orc, Infernal, Deep Speech

CHA

+2Modifier
15Score
○+3Saving throw
○+2Deception
○+2Intimidation
○+2Performance
○+2Persuasion

Weapons & Damage Cantrips

AttackTo hitDamage / Notes
Energy Longbow+101d8+7 ForceTwo attacks with Attack action; 150/600 ft.; Slow. No stored ammunition spent.
Shortsword+71d6+4 PiercingNormal attack; Light; no Vex mastery.
Scimitar+71d6+4 SlashingNick extra attack: once/turn after a different Light weapon; no positive DEX damage on that extra attack.
Chill Touch+72d10 NecroticMagic action; Touch. Target cannot regain HP until your next turn ends.

Consumables

Greater Healing potion

Bonus Action: 4d4+4 HP; Action: 20 HP. Apply healing separately.

3 remaining

Superior Healing potion

Bonus Action: 8d4+8 HP; Action: 40 HP. Apply healing separately.

4 remaining

Supreme Healing potion

Bonus Action: 10d4+20 HP; Action: 60 HP. Apply healing separately.

2 remaining

Antitoxin

Bonus Action to drink; Advantage on saves to avoid/end Poisoned for 1 hour.

2 remaining

Potion of Vitality

Remove Exhaustion and Poisoned; maximize Hit Die healing for 24 hours.

1 remaining

Potion of Heroism

10 Temp HP and concentration-free Bless for 1 hour. Same benefits do not stack.

2 remaining

Caltrops

Each 2-lb. bag covers a 5-ft. square. DC 15 DEX or 1 Piercing and Speed 0 until the next turn starts.

4 remaining

Black Water

Effects of future doses unknown.

5 remaining

Scylla blood

Effects and use procedure unknown.

4 remaining

Scylla blood mixed with Black Water

Recipe and effects unknown.

2 remaining

Currency

Platinum (PP)1,094.7
Gold (GP)10,947
Silver (SP)109,470
Copper (CP)1,094,700

Linked equivalents of one balance, not separate holdings to add together.

Combat Dice

Results only. Choose d20 mode manually; rolls never spend resources or change trackers.

Weapons

Energy Longbow attack1d20+10 · Attack roll · Choose Normal, Advantage, or Disadvantage manually.
Energy Longbow damage1d8+7 · Force · Generated energy arrow; no stored ammunition is spent.
Shortsword attack1d20+7 · Attack roll
Shortsword damage1d6+4 · Piercing
Scimitar attack1d20+7 · Attack roll
Scimitar normal damage1d6+4 · Slashing
Scimitar Nick extra-attack damage1d6 · Slashing · No positive DEX modifier without Two-Weapon Fighting.
Chill Touch attack1d20+7 · Attack roll · Melee spell attack.
Chill Touch damage2d10 · Necrotic

Companions

Beast of the Land attack1d20+7 · Attack roll · Wolf pelt Advantage does not apply.
Beast of the Land damage1d8+6 · Slashing or Force · Charge is a separate rider.
Beast of the Land Charge rider1d6 · Same type as the strike · Roll separately; rider critical doubling remains a DM question.
Beast of the Sky attack1d20+7 · Attack roll · Wolf pelt Advantage does not apply.
Beast of the Sky damage1d4+7 · Slashing or Force
Beast of the Sea attack1d20+7 · Attack roll · Wolf pelt Advantage does not apply.
Beast of the Sea damage1d6+6 · Bludgeoning, Piercing, or Force

Spells and healing

Guidance check bonus1d4 · Check bonus · Applies only to the chosen skill's checks.
False Life Temp HP — level 12d4+4 · Temporary HP · Temp HP does not stack.
False Life Temp HP — level 22d4+9 · Temporary HP · Temp HP does not stack.
Hunter's Mark damage rider1d6 · Force · Roll separately; critical rider doubling remains a DM question.
Cure Wounds — level 12d8+4 · Healing
Cure Wounds — level 24d8+4 · Healing
Hail of Thorns — level 11d10 · Piercing · Save damage; not part of the triggering attack's critical.
Hail of Thorns — level 22d10 · Piercing · Save damage; not part of the triggering attack's critical.
Ray of Enfeeblement damage penalty1d8 · Damage reduction · Subtract from each affected damage roll.
Cordon of Arrows damage2d4 · Piercing · DC 15 DEX save; no damage on a success.
Spike Growth damage per 5 ft.2d4 · Piercing · No damage save.
Potion of Greater Healing — Bonus Action4d4+4 · Healing · Action use is the fixed maximum 20 HP.
Potion of Superior Healing — Bonus Action8d4+8 · Healing · Action use is the fixed maximum 40 HP.
Potion of Supreme Healing — Bonus Action10d4+20 · Healing · Action use is the fixed maximum 60 HP.

Recent results

    Spellcasting

    AbilityWIS
    Modifier+4
    Save DC15
    Spell Attack+7
    Level 1 slots
    4 / 4
    Long Rest
    Level 2 slots
    3 / 3
    Long Rest
    Hunter's Mark free casts
    3 / 3
    Long Rest
    False Life free cast
    1 / 1
    Long Rest
    Ray of Enfeeblement free cast
    1 / 1
    Long Rest
    Bless free cast
    1 / 1
    Long Rest
    Inspiring Leader reminder
    1 / 1
    Manual Long-Rest reminder, separate from the feat's Short/Long-Rest benefit

    Cantrips & Prepared Spells

    7/7 Ranger preparations + 4 always prepared; 4 cantrips.

    Thaumaturgy CantripVAction30 feet1 minute

    Up to three concurrent minor supernatural effects.

    Player's Handbook (2024), p. 333
    Chill Touch CantripVSActionTouchInstantaneous

    +7 melee spell attack; 2d10 Necrotic. Target cannot regain HP until the end of your next turn.

    Player's Handbook (2024), p. 249
    Spare the Dying CantripVSAction30 feetInstantaneous

    A creature at 0 HP that is not dead becomes Stable.

    Player's Handbook (2024), p. 318
    Guidance CantripVSActionTouchConcentration, up to 1 minuteCon

    Touch a willing creature; choose one skill. Add 1d4 to checks using that skill, not attacks or saves.

    Player's Handbook (2024), p. 282
    Bless Level 1 · Always preparedVSMAction30 feetConcentration, up to 1 minuteCon

    Up to three creatures add 1d4 to attack rolls and saves; four with a level-2 slot. May include your one companion. Requires a holy symbol worth 5+ GP.

    Material: a Holy Symbol worth 5+ GP

    Player's Handbook (2024), p. 247
    False Life Level 1 · Always preparedVSMActionSelfInstantaneous

    Gain 2d4+4 Temp HP with the free cast/level-1 slot, or 2d4+9 with a level-2 slot. Temp HP does not stack; apply manually.

    Material: a drop of alcohol

    Player's Handbook (2024), p. 271
    Hunter's Mark Level 1 · Always preparedVBonus Action90 feetConcentration, up to 1 hourCon

    Your attack-roll hits on the marked creature add 1d6 Force; Advantage on Perception/Survival to find it. After it reaches 0 HP, move the mark with a Bonus Action on a later turn. No companion damage rider at Ranger 7/8.

    Player's Handbook (2024), p. 287
    Cure Wounds Level 1 · Ranger preparationVSActionTouchInstantaneous

    Heal 2d8+4 HP; 4d8+4 with a level-2 slot.

    Player's Handbook (2024), p. 259
    Hail of Thorns Level 1 · Ranger preparationVBonus Action - after a ranged hitSelfInstantaneous

    Casting: Bonus Action, which you take immediately after hitting a creature with a Ranged weapon

    Immediately after a Ranged weapon hit: target and EVERY creature within 5 ft. make DC 15 DEX saves; 1d10 Piercing, or 2d10 with a level-2 slot, half on success. Allies/beast are not exempt. No Concentration; this separate save damage is not doubled or maximized by the triggering attack’s critical hit.

    Player's Handbook (2024), p. 283
    Ray of Enfeeblement Level 2 · Always preparedVSAction60 feetConcentration, up to 1 minuteCon

    DC 15 CON: success gives Disadvantage on the next attack before your next turn starts. Failure gives Disadvantage on STR-based D20 Tests and subtracts 1d8 from all damage rolls; repeat the save at each turn’s end.

    Player's Handbook (2024), p. 311
    Aid Level 2 · Ranger preparationVSMAction30 feet8 hours

    Up to three creatures gain +5 current and maximum HP. Apply manually; can coexist with Temp HP. No higher-level slots available at Ranger 7/8.

    Material: a strip of white cloth

    Player's Handbook (2024), p. 239
    Cordon of Arrows Level 2 · Ranger preparationVSMActionTouch8 hours

    Plant up to four nonmagical arrows/bolts in your space; they cannot be physically uprooted. A nonexempt creature entering within 30 ft. for the first time on a turn or ending its turn there triggers one: DC 15 DEX or 2d4 Piercing. That arrow is destroyed; ends when all are gone. Designate exempt creatures when casting. Energy arrows are not eligible ammunition.

    Material: four or more arrows or bolts

    Player's Handbook (2024), p. 258
    Lesser Restoration Level 2 · Ranger preparationVSBonus ActionTouchInstantaneous

    End Blinded, Deafened, Paralyzed or Poisoned on one creature.

    Player's Handbook (2024), p. 291
    Pass without Trace Level 2 · Ranger preparationVSMActionSelfConcentration, up to 1 hourCon

    You and chosen creatures within a 30-ft. Emanation have +10 Stealth and leave no tracks.

    Material: ashes from burned mistletoe

    Player's Handbook (2024), p. 303
    Spike Growth Level 2 · Ranger preparationVSMAction150 feetConcentration, up to 10 minutesCon

    20-ft.-radius ground area is Difficult Terrain: 2d4 Piercing per 5 ft. moved into/within it, no damage save. Allies and beast are not exempt. If a creature did not see it cast, recognizing the hazard requires Search and DC 15 Perception or Survival.

    Material: seven thorns

    Player's Handbook (2024), p. 319

    Spend a slot OR an available named free cast. Apply effects separately. Only one Concentration spell at a time; costly components remain required.

    Class Features, Species & Feats

    Extra Attack

    Two attacks with the Attack action. Replace one attack to command one Beast's Strike.

    Archery / Sharpshooter

    Archery +2 is included in bow attacks. Longbows 150/600 ft.; ignore Half/Three-Quarters Cover and ranged-weapon Disadvantage from long range or enemies within 5 ft.

    Deft Explorer / Roving

    Perception Expertise; Climb and Swim 40 ft. No Heavy armor.

    Primal Companion / Exceptional Training

    One companion. Your Bonus Action commands its Action and permits its own Bonus Action Dash/Disengage/Dodge/Help. Attack replacement alone does not grant that bonus command. Its attack damage can be Force.

    Inspiring Leader

    After a Short or Long Rest and performance: up to six witnessing allies within 30 ft., including you, gain 12 Temp HP. No stacking or automatic use.

    Chthonic Legacy / Magic Initiate

    WIS casting. Four cantrips and four always-prepared leveled grants are separate from Ranger selections.

    Darkvision / Defenses

    Darkvision 60 ft.; Necrotic resistance and Poison resistance. Swim Speed equals walking Speed; Advantage on saves to avoid grapples and checks to escape.

    Energy Bow options

    Arrows shed 20 ft. Bright + 20 ft. Dim Light and vanish on hit/miss. Restraint instead of damage: ranged hit against a creature, DC 15 STR or Restrained 1 minute; action/DC 20 STR (Athletics) to escape. Magic action transport: visible willing Medium-or-smaller creature or unattended object fitting a 5-ft. cube within 60 ft. to a visible unoccupied space within 10 ft. Magic action ladder: wall within 60 ft.; ladder up to 60 ft., lasts 1 minute.

    Primal Companion

    Land, Sky and Sea are alternative forms of one companion, not three simultaneous creatures.

    Beast of the Land

    Medium Beast · Hit Dice 8d8
    Land HP
    45 / 45
    Manual recovery; no form switch

    AC 17 · Speed 40 ft.; Climb 40 ft.

    +7; 1d8+6 Slashing or Force; reach 5 ft.

    Charge: after 20 ft. straight approach and a hit, +1d6 and Prone if Large or smaller; no save.

    Darkvision 60 ft.; printed Passive Perception 12.

    Beast of the Sky

    Small Beast · Hit Dice 8d6
    Sky HP
    36 / 36
    Manual recovery; no form switch

    AC 17 · Speed 10 ft.; Fly 60 ft.

    +7; 1d4+7 Slashing or Force; reach 5 ft.

    Flyby: while flying, leaving a creature's reach does not provoke its Opportunity Attack.

    Darkvision 60 ft.; printed Passive Perception 12.

    Beast of the Sea

    Medium Beast · Hit Dice 8d8
    Sea HP
    45 / 45
    Manual recovery; no form switch

    AC 17 · Speed 5 ft.; Swim 60 ft.

    +7; 1d6+6 Bludgeoning or Piercing (choose when summoned) or Force; reach 5 ft.

    Amphibious. Strike grapples on hit; escape DC 15.

    Darkvision 90 ft.; printed Passive Perception 12.

    Primal Bond: add proficiency to checks and saves; understands your languages. Acts on your turn; otherwise Dodges unless commanded, except while you are Incapacitated. Moves and uses Reactions independently. If it died within the last hour: Magic action, touch and one slot; returns after 1 minute at full HP. A Long-Rest summon replaces the previous beast. It vanishes if you die.

    Equipment

    Item / QuantityEffect
    Thin mithril armor1 wornLight armor: 19 + full DEX (4); total equipped AC 26.
    Energy Longbow1 equipped+10 to hit; 1d8+7 Force. Generated arrows; 150/600 ft.; Slow.
    Bracers of Archery1 pair active+2 Longbow/Shortbow damage while active; no attack bonus.
    Ring of Protection1 active+1 AC and all saving throws while active, including Death Saving Throws.
    Buckler1 wornForearm-mounted; compatible with a two-handed bow. AC contribution when worn: 1.
    Wolf pelt1 worn+1 AC; Advantage on your weapon/spell attacks against creatures that can see you. Not companion attacks; normal cancellation applies.
    Cloak of Elvenkind1 activeWhile worn and attuned: Stealth Advantage; Disadvantage on Perception checks to perceive you.
    Ring of Poison Resistance1 wornPoison damage resistance while worn; not Poisoned immunity.
    Ring of Feather Falling1 activeFall 60 ft./round and take no falling damage.
    Quiver of Infinity1 equippedUnlimited copies of inserted physical arrows. Not automatically applied to energy arrows.
    +2 Longbow1 spare+11 to hit; 1d8+8 Piercing.
    Mundane Longbow1 spare+9 to hit; 1d8+6 Piercing.
    Scimitar1 carried+7; 1d6+4 Slashing. Nick; Light extra attack omits positive DEX damage.
    Shortsword1 carried+7; 1d6+4 Piercing. No active Vex mastery.
    Breastplate1 spareNot worn; no active AC contribution.
    Studded leather1 spareNot worn; no active AC contribution.
    Bag of Holding1Capacity 500 lb./64 cubic ft.; weighs 5 lb. Utilize action to retrieve an item.
    Mundane quiver1Stores arrows.
    Calligrapher's Supplies1Proficient tool kit.
    Book of prayers1Prayer reference.
    Holy symbol1Bless component and Cleric focus.
    Parchments10Writing supplies.
    Robe1Clothing.
    Druidic focus1Mistletoe; Ranger focus.
    Explorer's Pack1Travel equipment.
    Wyvern Venom arrowsUnlimited with quiverAdd 4d6 Poison; DC 15 CON save for half. Energy-arrow interaction unconfirmed.
    Sleep arrowsUnlimited with quiverEffect, DC and duration unknown.
    Flaming arrowsUnlimited with quiverDamage and effects unknown.
    Slaying arrowsUnlimited with quiverEffect and target type unknown.
    Rings of Messaging2Communication range and activation unknown.
    Wand of Warcaster1Properties unknown.
    Copied symbols1 paper copyMeaning unknown; not an identified spell scroll.
    Slippers of Spider Climbing1 pair, not equippedWhen worn: hands-free walls/ceilings; Climb Speed equals walking Speed. No oil/ice surfaces.
    Decanter of Endless Water1Magic action: fresh/salt water, 1/5/30 gallons. Geyser: 30-ft. Line; one target DC 13 STR or 1d4 Bludgeoning and Prone; alternatively topple an unattended object up to 200 lb.
    Original digital layout inspired by the official 2024 character sheet. Campaign equipment and manual effects are reflected in this build.