| Ability |
Mod |
Save |
| STR |
10 |
+0 |
+0
|
| DEX |
16 |
+3 |
+3
|
| CON |
14 |
+2 |
+2
|
| INT |
10 |
+0 |
+0
|
| WIS |
14 |
+2 |
+4
|
| CHA |
10 |
+0 |
+0
|
Medium
Humanoid (Any)
AC
14
(Leather Armor)
HP
26
(4d8+8)
- Speed
- 40ft.
- Proficiency Bonus
- 2
- Challenge
- 1/2 (XP 100)
- Skills
-
Survival +4,
Perception +4
- Resistances
-
Cold
- Gear
- Machete (Shortsword), Shortbow, Leather Armor, Herbalism Kit
- Pathfinder
- The Guide can find a safe path through natural extremes. All friendly creatures that can see the Guide have advantage on ability checks and saving throws to navigate harsh environments or to resist the effects of harsh weather.
- Herbal Remedy (1/Day)
- While taking a short rest the Guide can prepare a herbal remedy. Any ally who regains hit points by spending Hit Dice at the end of the short rest loses one level of exhaustion.
Actions
- Machete
- Melee Weapon Attack, one target, 5ft. reach, +5 to hit, 1d6+3 slashing damage.
- Shortbow
- Ranged Weapon Attack, one target, 80/320ft. range, +5 to hit, 1d6+3 piercing damage.
Notes
Expert in navigation and the natural world, the guide is a well-traveled explorer, never content to sit in one place for long and most at home under an open sky. Relying on instinct and experience, the guide will find the best route to any destination, and work to get everybody there alive.