Bathys Anemos · Character Sheet
Sophirus
Ranger 8 / Beast Master · Archery / Sharpshooter
Chthonic Tiefling / Acolyte
Maximum HP: 82 = base 82 + Aid 0 + manual +0
STR
DEX
CON
INT
WIS
Training & Languages
Light and Medium armor; Shields; Simple and Martial weapons. Calligrapher's Supplies.
Common, Goblin, Orc, Infernal, Deep Speech
CHA
Weapons & Damage Cantrips
| Attack | To hit | Damage / Notes |
|---|---|---|
| Energy Longbow | +10 | 1d8+7 ForceTwo attacks with Attack action; 150/600 ft.; Slow. No stored ammunition spent. |
| Shortsword | +7 | 1d6+4 PiercingNormal attack; Light; no Vex mastery. |
| Scimitar | +7 | 1d6+4 SlashingNick extra attack: once/turn after a different Light weapon; no positive DEX damage on that extra attack. |
| Chill Touch | +7 | 2d10 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.
Superior Healing potion
Bonus Action: 8d4+8 HP; Action: 40 HP. Apply healing separately.
Supreme Healing potion
Bonus Action: 10d4+20 HP; Action: 60 HP. Apply healing separately.
Antitoxin
Bonus Action to drink; Advantage on saves to avoid/end Poisoned for 1 hour.
Potion of Vitality
Remove Exhaustion and Poisoned; maximize Hit Die healing for 24 hours.
Potion of Heroism
10 Temp HP and concentration-free Bless for 1 hour. Same benefits do not stack.
Caltrops
Each 2-lb. bag covers a 5-ft. square. DC 15 DEX or 1 Piercing and Speed 0 until the next turn starts.
Black Water
Effects of future doses unknown.
Scylla blood
Effects and use procedure unknown.
Scylla blood mixed with Black Water
Recipe and effects unknown.
Currency
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
Companions
Spells and healing
Recent results
Spellcasting
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. 333Chill Touch CantripVSActionTouchInstantaneous
+7 melee spell attack; 2d10 Necrotic. Target cannot regain HP until the end of your next turn.
Player's Handbook (2024), p. 249Spare the Dying CantripVSAction30 feetInstantaneous
A creature at 0 HP that is not dead becomes Stable.
Player's Handbook (2024), p. 318Guidance 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. 282Bless 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. 247False 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. 271Hunter'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. 287Cure Wounds Level 1 · Ranger preparationVSActionTouchInstantaneous
Heal 2d8+4 HP; 4d8+4 with a level-2 slot.
Player's Handbook (2024), p. 259Hail 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. 283Ray 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. 311Aid 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. 239Cordon 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. 258Lesser Restoration Level 2 · Ranger preparationVSBonus ActionTouchInstantaneous
End Blinded, Deafened, Paralyzed or Poisoned on one creature.
Player's Handbook (2024), p. 291Pass 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. 303Spike 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. 319Spend 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 8d8AC 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 8d6AC 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 8d8AC 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 / Quantity | Effect |
|---|---|
| Thin mithril armor1 worn | Light 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 worn | Forearm-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 active | While worn and attuned: Stealth Advantage; Disadvantage on Perception checks to perceive you. |
| Ring of Poison Resistance1 worn | Poison damage resistance while worn; not Poisoned immunity. |
| Ring of Feather Falling1 active | Fall 60 ft./round and take no falling damage. |
| Quiver of Infinity1 equipped | Unlimited 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 spare | Not worn; no active AC contribution. |
| Studded leather1 spare | Not worn; no active AC contribution. |
| Bag of Holding1 | Capacity 500 lb./64 cubic ft.; weighs 5 lb. Utilize action to retrieve an item. |
| Mundane quiver1 | Stores arrows. |
| Calligrapher's Supplies1 | Proficient tool kit. |
| Book of prayers1 | Prayer reference. |
| Holy symbol1 | Bless component and Cleric focus. |
| Parchments10 | Writing supplies. |
| Robe1 | Clothing. |
| Druidic focus1 | Mistletoe; Ranger focus. |
| Explorer's Pack1 | Travel equipment. |
| Wyvern Venom arrowsUnlimited with quiver | Add 4d6 Poison; DC 15 CON save for half. Energy-arrow interaction unconfirmed. |
| Sleep arrowsUnlimited with quiver | Effect, DC and duration unknown. |
| Flaming arrowsUnlimited with quiver | Damage and effects unknown. |
| Slaying arrowsUnlimited with quiver | Effect and target type unknown. |
| Rings of Messaging2 | Communication range and activation unknown. |
| Wand of Warcaster1 | Properties unknown. |
| Copied symbols1 paper copy | Meaning unknown; not an identified spell scroll. |
| Slippers of Spider Climbing1 pair, not equipped | When worn: hands-free walls/ceilings; Climb Speed equals walking Speed. No oil/ice surfaces. |
| Decanter of Endless Water1 | Magic 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. |