Difference between revisions of "User:Illtry"

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(Equipment/Gold)
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==Equipment/Gold==
 
==Equipment/Gold==
*
+
 
 +
Rapier: +5 to hit, 1d8+3 Piercing damage, finesse
 +
Dagger: +5 to hit, 1d4+3 Piercing damage, light, thrown (20/60)
 +
Light Crossbow: +5 to hit, 1d8+3 piercing damage, ranged (80/320)
  
 
==Combat==
 
==Combat==

Revision as of 09:47, 21 October 2021

Knock, Warforged Ranger

Character

Background: Hermit

‘Life of Seclusion:' I was the caretaker of an ancient ruin or relic.

Personality Traits: I am utterly serene, even in the face of disaster. I'm oblivious to etiquette and social expectations.

Ideal: My gifts are meant to be shared with all, not used for my own benefit.

Bond: I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me.

Flaw: I am dogmatic in my thoughts and philosophy.

View of the World: Towns and cities are the best places for those who can't survive on their own.

Homeland: You wandered the far north , learning how to pro- tect yourselfand prosper in a realm overrun by ice.

Mentor: Your mentor has appeared to you only in visions. You have yet to meet this person, and you are not sure such a person exists in mortal form.

General

Class: Ranger 1

AC:

HP:

Speed:

Height: 6’7”

Weight: 100 pounds

Alignment: Neutral Good

Languages: Common

Race: Warforged

Abilities (+modifiers)

  • Wisdom 16 (+3)
  • Intelligence 10 (+0)
  • Constitution 13 (+1)
  • Strength 10 (+0)
  • Dexterity 18 (+4)
  • Charisma 8 (-1)

Skills and Proficiencies

Skills:

  • Acrobatics (Dex)(+4)
  • Animal Handling(Wis)(+3)
  • Arcana (Int)(+0)
  • Athletics (Str)(+0)
  • Deception (Cha)(-1)
  • History (Int)(+0)
  • Insight (Wis)(+5)
  • Intimidation (Cha)(-1)
  • Investigation (Int)(+0)
  • Medicine (Wis)(+5)
  • Nature (Int)(+0)
  • Perception (Wis)(+5)
  • Performance (Cha)(-1)
  • Persuasion (Cha)(-1)
  • Religion (Int)(+2)
  • Sleight of Hand (Dex)(+4)
  • Stealth (Dex)(+6)
  • Survival (Wis) (+5)

Tool Proficiencies:

  • Herbalism Kit
  • Cartographer’s tools

Saving Throws

  • Strength Saves (+2)
  • Dexterity Saves(+6)
  • Constitution Saves (+1)
  • Intelligence Saves (+0)
  • Wisdom Saves (+3)
  • Charisma Saves (-1)

Traits

  • Darkvision: You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Shifting: As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitu­tion modifier (minimum of 1 temporary hit point). Once you shift, you can't do so again until you finish a short or long rest.
  • Wildhunt: While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you're incapacitated.

Features


Feats

  • Magic Initiate:

Equipment/Gold

Rapier: +5 to hit, 1d8+3 Piercing damage, finesse Dagger: +5 to hit, 1d4+3 Piercing damage, light, thrown (20/60) Light Crossbow: +5 to hit, 1d8+3 piercing damage, ranged (80/320)

Combat

Spells

Cantrips

  • Booming Blade
  • Prestidigitation

1st Level

  • Find Familiar