Hermione the Dunn's Design

Female Human, Ranger (Drakewarden) 8 / Artificer (Maverick) 7

Characteristics Str 14 (+2), Dex 18 (+4), Con 14 (+2), Int 14 (+2), Wis 12 (+1), Cha 12 (+1)

Hit Dice 8d10+7d8+30
Hit Points 117

Initiative +4
Armour Class 15 (leather armour)
Saves Str 21, Dex 23, Con 16, Int 15, Wis 15, Cha 15

Short sword +9, 1d6+4 damage
Longbow +9, 1d8+4 damage, range 150 ft / 500 ft
Druid Spells +6
Artificer Spells +7

Size Medium
Speed 30 ft

Proficiency +5
Proficiencies Str and Dex saves, light and medium armour, shields, simple and martial weapons
Skills Athletics +7, Investigation +7, Nature +7, Stealth +9, Survival +6, Tinker +9
Expertise Perception +11, flute, thieves’ tools, tinker’s tools
Specialisations Acrobatics (balance) +9, Arcana (dragons) +7, Performance (flute) +16, ONE OTHER
Profession Bodyguard
Background Outlander

Passive Perception 19
Passive Insight 11
Passive Arcana 12, 22 (dragons)
Passive Nature 17, 22 (humanoids)

Languages Dakkandi (Goblin), Galdarve, High Bacchile, Low Bacchile (Common), Raukil (Draconic)
Scripts Classic, Runic

Wanderer Hermione has an excellent memory for maps and geography, and can always recall the general layout of terrain, settlements, and other features around her. She can find food and fresh water for herself and up to five others each day, provided the land offers berries, small game, water, and so forth.

Favoured Enemy Hermione has significant experience hunting, fight and interacting with humanoids. She has a +4 bonus to damage rolls with weapon attacks against humanoids, advantage on Survival checks to track humanoids, and advantage on Intelligence check to recall information about humanoids.

Greater Favoured Enemy Hermione has significant experience hunting, fight and interacting with dragons. She has a +4 bonus to damage rolls with weapon attacks against dragons, advantage on Survival checks to track dragons, and advantage on Intelligence check to recall information about dragons. Hermione also has advantage on saving throws against the spells and abilities used by dragons.

Natural Explorer Hermione is an expert in navigating natural environments and reacts swiftly and decisively when attacked. She ignores difficult terrain, has advantage on initiative rolls, and has advantage on her first turn during combat against creatures that have not yet acted. In addition, when travelling for an hour or more, difficult terrain doesn't slow her group's travel, her group cannot become lost except by magical means, and she remains alert to danger even when engaged in other activities (such as foraging, navigating or tracking). Hermione can move stealthily at a normal pace when travelling alone, finds twice as much food when foraging, and when tracking other creatures also learns their exact number, their sizes, and how long ago they passed through the area.

Druidic Magic Initiate Hermione can draw on the natural power of the world around her to cast spells. Hermione knows the cantrips Magic Stone and Produce Flame, and can use the 1st level spell Shape Water once at its lowest level. Hermione must finish a long rest before she can cast Shape Water again.

Two-Weapon Fighting When fighting with two weapons, Hermione adds her ability modifier to the damage of her second attack.

Combat Superiority Hermione knows the Precision Attack, Rally and Riposte manoeuvres and can spend superiority dice to use them in combat. She has four d8 superiority dice, and regains all spent superiority dice after a short or long rest.

Primeval Awareness Hermione has a powerful link to beasts and the land around her. Through sounds and gestures, Hermione can communicate simple ideas to a beast as an action, and can also read its basic mood and intent, including its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and any actions she can take to persuade it not to attack. She cannot use this ability against a beast that she has attacked in the past 10 minutes. In addition, by spending 1 uninterrupted minute in concentration she can sense if any humanoids are within 5 miles of her, including their numbers, general direction, and distance in miles from her for each group of humanoids within range.

Poultices Hermione can create a special herbal poultice by spending 1 hour gathering herbs and preparing treated bandages. She can carry 1 poultice at a time, and the poultice loses its potency after 24 hours. If Hermoine expends the poultice by spending 1 minute applying it to a wounded humanoid creature, the creature regains 4d6 hit points. The poultice cannot be applied by anyone but Hermione.

Drake Companion Hermione has a land dragon companion named Fierce who she can summon to her for 5 hours using an action. Fierce is friendly towards Hermione and her companions, and obeys her commands: he shares her initiative score and acts immediately after her. While Fierce is present, Hermione has resistance to fire damage. Fierce moves and uses his reaction on his own, but always uses the Dodge action unless Hermione uses her bonus action to command him to take another action or Hermione is unconscious. Hermione must finish a long rest before she can summon Fierce again, unless she expends an arcane spell spot of 1st level or higher to summon him again. Fierce disappears after 5 hours or if reduced to 0 hit points.

Draconic Gift Hermione has learned from her draconic companion to draw on arcane power to cast spells. Hermoine knows the Thaumaturgy cantrip.

Extra Attack Hermione can attack twice instead of once when she takes the attack action on her turn.

Fleet of Foot Hermione can use the dash action as a bonus action on her turn.

Gift of the Land Dragon Fierce has given Hermione additional arcane powers by marking her left eye. Hermione knows the Cure Wounds spell, and can cast this spell once without expending a spell slot. Hermione must finish a long rest before she can cast this spell again. Hermione can also manifest a protective spectral wing from the left side of her back for a moment. When Hermione or another creature she can see within 5 feet of her is hit by an attack roll, she can use her reaction to interpose the spectral wing, granting a +5 bonus to the target's AC and potentially causing the attack to miss. Hermione can use use this reaction 3 times, and regains all expended uses after a long rest.

Artificer Spellcasting Hermione can draw on arcane power to cast spells. Hermione knows the cantrips Frostbite, Mending and Thorn Whip, has four 1st level spell spots, three 2nd level spell slots, can prepare four spells (typically Detect Magic, Fairie Fire, Feather Fall and Longstrider), and can use thieves' tools or tinker's tools as an arcane focus.

Magical Tinkering Hermione can invest a spark of arcane magic into one mundane object at a time by using her action to touch a Tiny nonmagical object while holding thieves' tools or tinker's tools. Hermione can give the object one of the following properties, which lasts indefinitely until she touches the object to end the effect or invests a spark of arcane magic into another item.

Infuse Item Hermione can imbue certain mundane items with arcane infusions, turning those objects into arcane magic items. Hermione knows the infusions Enhanced Weapon, Homunculus Servant, Replicate Magic Item (Bag of Holding), Repeating Shot, Replicate Magic Item (Cloak of the Manta Ray) and Replicate Magic Item (Goggles of Night). Whenever she finishes a long rest, Hermione can touch up to three nonmagical objects and imbue each one with one of her artificer infusions, turning it into an arcane magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, Hermione can choose to attune to it the instant she infuses the item. The infusion remains in the item until 2 days after Hermione's death or Hermione replaces her knowledge of the infusion. If Hermione exceeds three infusions, the oldest infusion ends and then the new infusion applies.

The Right Tool for the Job Hermione can use arcane magic to create one set of artisan's tools in an occupied space within 5 feet of her. This requires 1 hour of uninterrupted work with thieves' tools or tinker's tools in hand, and can coincide with a short or long rest. The created tools are nonmagical, but vanish when Hermione creates a new set of artisan's tools with this ability.

Arcane Breakthroughs Hermione has insight into spell effects beyond the reach of most artificers. The ranger spell list is part of her Breakthrough spell list. When Hermione changes her list of prepared artificer spells after a long rest, she can prepare an additional 1st-level spell that must be from her Breakthrough spell list (typically Longstrider). These prepared spells don’t count against the number of artificer spells she prepares. When Hermione casts a Breakthrough spell, it's considered to be an artificer spell for her and uses Intelligence as the spellcasting ability. When Hermione swaps a prepared Breakthrough spell for a new spell, she loses any ongoing benefits from having cast it (such as a steed summoned by find steed).

Cantrip Specialist When Hermione finishes a short, she can replace one of her artificer cantrips with another cantrip from the artificer spell list or her Breakthrough spell list. This cantrip is considered an artificer cantrip for Hermione.

Telepathy Hermione can speak telepathically to any creature she can see within 60 ft of her in a language she knows. The creature understands Hermione only if it knows that language, and can't respond to Hermione telepathically. Hermione knows the spell Detect Thoughts and can cast the spell without using a spell slot or components. She can cast Detect Thoughts once without using a spell slot, but can't do so a second time until she has finished a long rest.

Cantrip Savant Hermione can use an action to replace an artificer cantrip she knows with a different cantrip from the artificer spell list or her Breakthrough spell list. She can't use this feature again until she finishes a long rest.

Tool Expertise Hermione's proficiency bonus is doubled for any ability check she makes that uses her proficiency with a tool.

Flash of Genius Hermione can come up with solutions under pressure. When she or another creature she can see within 30 feet of her makes an makes an ability check or a saving throw, Hermione can use her reaction to add +2 to the roll. Hermione can use her flash of genius 2 times, and regains all expended uses after a long rest.

Travelling Equipment leather armour, 2 short swords, longbow and 20 arrows, dagger (concealed in leg of boot), explorer's pack, tent (part-owned with Theresa), flute, herbalism kit, tinker's kit, needle and thread, wooden bowl and cup, citizenship papers (Kevland), book, pen and ink, cold weather clothes, signet ring, torc of the drake warden (attuned), bracelet of small drake scales, 2 waterskins, box of spices (birthday gift from Sijam), large polished multicoloured stone (birthday gift from Wesley), casket of the sea, the Vizier's shabti, ring of warmth, 3 mechanical bees (inactive), 6 pounds, 2 shillings

Other Possessions mechanical snake (inactive), mechanical cat (broken), mechanical panther (inactive), riding horse (owned by Wesley), fine outfit (birthday gift from the others), fine outfit (wedding), fine outfit

Weekly Expenses none (personal costs handled by Armand)

Torc of the Drake Warden This arcane magic item is made of gold. Once attuned, while she wears the torc Hermione may summon Fierce again after a short rest instead of a long rest. She also has advantage on interaction checks with land dragons.

Casket of the Sea This arcane magic item contains a fairy sea. As soon as the box is opened, salt water will rush out in seemingly unlimited amounts, enough each round to fill a water butt (108 gallons). Replacing the lid is difficult, and requires a Strength (Brawn) DC 15 check. On a natural 1, the casket has been fumbled and dropped. If the casket is left open for a day and night, an eerie sea will slowly drown the countryside, destroying all in its path. Overnight, an entire district will be covered with still, glassy waters, mist-haunted even on the brightest summer days. Strange fish will sometimes be glimpsed but never caught. Those venturing out upon the fey deeps will disappear into the mists, and may never be seen again - and sometimes those looking out from the shore will make out the shadows of vessels travelling with full sails, though not a breath of wind will be felt upon the land.

The Vizier's Shabti This arcane magic item from Ancient Kaikuhuru has 1 charge. If placed in an appropriately labelled shabti box that is within 30 feet of the dead body of the person named on the box, the shabti will activate on the first day of the year and create an automaton in the Field of Reeds that undertakes the labour required of the dead body's soul in the Kaikuhuran afterlife for 1 year.

Mechanical Bees These mechanical devices require repair. When repaired, as a bonus action the owner of the mechanical bees can send them to sting a creature within 15 feet, delivering any poison applied to their stings.

Ring of Warmth This silver ring is an arcane magic item. When worn and attuned, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.


maintained by Gary Johnson (gwzjohnson at optusnet.com.au)
last updated 8 April 2026