D&D 5e: Exile Character 03: Difference between revisions
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[[D%26D_5E:_Exiles of the Neverwhen|< < < Back to Main Page]] | [[D%26D_5E:_Exiles of the Neverwhen|< < < Back to Main Page]] | ||
==Luxley :: Level 5 :: | ==Luxley :: Level 5 :: Human :: Class Ranger - Feywanderer== | ||
==''I'm sorry if I wasn't clear. Donations are mandatory.''== | ==''I'm sorry if I wasn't clear. Donations are mandatory.''== |
Revision as of 01:34, 2 August 2022
Template copied from Catherine's Page, will be updated to reflect Adanh in due time.
Luxley :: Level 5 :: Human :: Class Ranger - Feywanderer
I'm sorry if I wasn't clear. Donations are mandatory.
Attributes
- STR 8 -1 Save (+2) || DEX 18 +4 Save (+7) || CON 14 +2 Save (+2)
- INT 10 +0 Save (+0) || WIS 14 +2 Save (+2) || CHA 12 +1 Save (+1)
Skills and Feats
Proficiencies
- Acrobatics +7 (Variant Human)
- Insight +5 (Ranger)
- Perception +5 (Ranger)
- Nature +3 (Ranger)
- Deception +6 (Criminal)
- Stealth +10 (Criminal)
- Persuasion +6 (Fey Wanderer)
- Gaming Set
- Thieves Tools
- Proficiency Bonus +3
Feats
- Sharpshooter (Free)
- Eldritch Adept (Variant Human)- Misty Visions
Languages
Dwarven Trade; Outlander; Barbarian Tongue
Combat
- AC 16 | HP 44 | HD 5D10
- Initiative Modifier +4
Weapon | To Hit | Damage | Range/Reach | Weapon | To Hit | Damage | Range/Reach | |
---|---|---|---|---|---|---|---|---|
Longbow | +9 | 1d8+4 | Ranged, Two Handed | Dagger | +7 | 1d4+4 | Finesse, light, thrown(20/60) |
Magic
Spell Save DC
- 13
Spell Attack Modifier
- +5
Spell Slots
- 4/2
Spells
- Charm Person (1st)
- Misty Step (2nd)
- Speak with Animals (1st)
- Beast Sense (2nd)
- Cure Wounds (1st)
- Absorb Elements (1st)
- Pass without Trace (2nd)
- Spike Growth (2nd)
- Silent Image (At Will)
Class Features
Proficiency Light Armor/Medium Armor; Proficiency Simple Weapons/Martial Weapons; Favored Foe; Deft Explorer (Stealth); Fighting Style (Archery); Extra Attack; Spellcasting, Dreadful Strikes; Otherworldly Glamour
Background Features
Criminal Contacts
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Equipment
Weapons
- Longbow
- Rapier
- Dagger
- Whip
- Quarterstaff
Armor
- Studded Leather
- N/A
Gear
- x2 Quiver of Arrows | Explorer's Pack (Silk Rope) | Common Clothes
- Crowbar | Climber's Kit | Lantern Bullseye | Oil Flask (x3)
- Tent | Mastiff | A pouch containing 2 gp | Extra Rations for the Dog
- A scarlet scarf that belonged to my second in command (who was killed during our capture)
Heirloom Item
- Feathered Cap
Passive:
Active: