Agrius

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Stat Block[edit]

STR DEX CON INT WIS CHA
+2 +4 +1 +2 +0 -1
  • Level: 5
  • Race: Centaur
  • Class: Fighter
    • Subclass: Arcane Archer
  • Alignment: LN
  • Background: Outlander
  • Proficiency bonus: +3
  • Total Hit Points: 39
  • Passive Perception: 13
  • Armor Class: 13
  • Personality: I’m driven by a wanderlust that led me away from home. I feel far more comfortable around animals than people.
  • Ideal: Nature. The natural world is more important than all the constructs of civilization. (Neutral)
  • Bond: An injury to the unspoiled wilderness of my home is an injury to me.
  • Flaw: I am slow to trust members of other races, tribes, and societies.

Proficiencies and Skills[edit]

  • Acrobatics (Dex) +4
  • Animal Handling (Wis) +0
  • Arcana (Int) +2
  • Athletics (Str) +5
  • Deception (Cha) -1
  • History (Int) +2
  • Insight (Wis) +0
  • Intimidation (Cha) -1
  • Investigation (Int) +2
  • Medicine (Wis) +3
  • Nature (Int) +2
  • Perception (Wis) +3
  • Performance (Cha) -1
  • Persuasion (Cha) -1
  • Religion (Int) +2
  • Sleight of Hand (Dex) +3
  • Stealth (Dex) +7
  • Survival (Wis) +3


  • Saving Throws: STR, CON
  • Languages: Greek (Common), Achaean, Sylvan
  • Tools: Pan Pipes
  • Training: ---
  • Weapons and Armor: Simple weapons, Martial weapons, All armor, Shields

Spells and Features and Feats[edit]

  • Charge: Move 30ft and make a melee attack: roll 2x weapon damage dice: once per rest.
  • Hooves: Unarmed Strike weapon,
  • Equine Build: Can be ridden by a Medium or small creature: Climbing with hands and feet requires 4ft/ft,
  • Survivor: extra skill,
  • Origin: Forester,
  • Wanderer: Recall the general layout of terrain, settlements and other features: Find food and fresh water for self +5 if available in area,
  • Fighting Style: Archery: +2 to hit with ranged attacks,
  • Second Wind: Bonus action to recover 1d10+level hp, once per rest,
  • Action Surge (1): take extra action once per rest,
  • Arcane Archer Lore: learn Druidcraft cantrip,
  • Arcane Shot (2): Once per turn use Bursting Arrow or Enfeebling Arrow, twice per rest,
  • Sharpshooter Feat: No long range penalty on ranged attacks: Ignore half- and 3/4-cover: take -5 to hit to gain +10 damage on ranged attack,
  • Extra Attack (2): 2 attacks per Attack action,
  • Piercer: One per turn reroll one (piercing) damage die, use new roll: On a critical that does piercing damage, roll 1 extra damage die.

Weapons and Armor[edit]

  • Hoof
  • Shortsword
  • Longbow w/quiver of 20 Arrows
  • Leather Barding


Attacks[edit]

  • Unarmed Strike: +5 to hit, 3 bludgeoning damage
  • Hoof: +5 to hit, 1d6+2 bludgeoning damage
  • Shortsword: +7 to hit, 1d6+4 slashing damage (finesse, light)
  • Longbow: +9 to hit, 1d8+4 piercing damage (heavy, ammunition (range 600), two-handed)
    • w/Sharpshooter: +4 to hit, 1d8+14 piercing damage
    • w/Bursting Arrow: Add 2d6 force damage to target and all creatures within 10ft
    • w/Enfeebling Arrow: Plus 2d6 necrotic damage to target and target must make CON save (DC 13) or deal half damage w/ weapon attacks until the start of your next turn.


Retainers, Familiars, and Mounts[edit]

Possessions, Mundane[edit]

Staff, Traveler’s Clothes, Belt Pouch, Tinderbox, Backpack, Hunting Trap, Trophy (from an animal you killed), Mess Kit, Torch (10), Rations (10 days), Healer’s Kit, Waterskin, Rope, Hemp (50’), Bedroll


Possessions, Treasure[edit]

Gold:10

Possessions, Party Loot[edit]

Possessions, Magical[edit]


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