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Whiskers

Archer 2 Class & Level
Royal Explorer Background
Earth pony Race
Neutral Alignment

Strength 14
+2
Dexterity 16
+3
constitution 8
-1
intelligence 14
+2
wisdom 13
+1
charisma 10
+0
Total Hit Dice
Hit Die
1d-1
+0 proficiency bonus
+0 Strength
+1 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+1 History
+0 Insight
+0 Intimidation
+1 Investigation
+0 Medicine
+0 Nature
+1 Perception
+0 Performance
+2 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+1 Survival
skills

 

Armor Class
18
Hit Points
+0
Initiative
30
Speed
Attacks
Light armor
Medium armor
Simple Weapons
Martial Ranged Weapons
Tinker's tools
Equestrian SRW
Celestial SRW
Common and Sylvan SRW
Cook's utensils
Dragconic S
Proficiences
Long Bow
Quiver 20 Arrows
Chained shirt
Explorer's Pack (10 gp). Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
2 Dagers
Equipment
I always expect everyone to be as good as me at exploration and travel.

Personality Traits
Live and Let Live. Exploration is dangerous, but I have accustomed myself to the laws of the wild.

Ideals
I began a life of exploration at a young age. However, this came at the cost of leaving my noble family.
Bonds
I'm greedy as a goblin.
Flaws
Piercing Shot
You gain a +2 bonus to damage rolls you make with two-handed ranged weapons.
Agile
At 1st level, you gain proficiency in a Dexterity based skill, and if you already have proficiency in it, you can double your proficiency bonus. In addition, you can add half your proficiency bonus, rounded down, to any Dexterity based ability check you make that doesn't already include your proficiency bonus.
Experience
You always know how to find water, food, and can make a shelter if the land provides, you have advantage on checks to gauge the value of an item.
Darkvision. 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.
Sharp Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Young Face. Unlike those who lived in your home world, you will maintain a youthful appearance forever. With some good acting, you become a child no one can blame. You are proficient in the Persuasion skill.
Wariness. Growing up around strangers and being exposed to so many new things makes you a bit wiser than the average gullible magic loony. You have a sharp mind to pick apart what may want to weasel into your head. You have advantage on saving throws against being charmed.
Space Learned. You lived in a place where people are constantly exchanging foreign languages and using unfamiliar tools. You have learned from them. You are proficient in one artisan tool and know one extra language of your choice.
Trick Shot
At 2nd level, before you make a ranged weapon attack, you may choose to make it a trick shot. These trick shots have special effects that apply when you hit the target. You may apply one effect per ranged weapon attack you make and only one per attack action. You can use this feature a number of times equal to your 1 + your Wisdom modifier, and you regain all uses of this feature after you finish a short or long rest.

Disarm
When you hit a creature with a ranged weapon attack, it drops one item (of your choice) that it is holding. That item flies 15 feet from the creature in a random direction.

Immobilize
When you hit a creature with a ranged weapon attack, its movement speed becomes 0 until the end of your next turn.

Head Shot
When you hit a creature with a ranged weapon attack, add 1d8 damage to the damage roll. This damage increases at 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Forceful Shot
When you hit a creature with a ranged weapon attack, it is pushed back 10 feet. This effect only works against Large or smaller creatures.
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

AiryWu.

Statblock Type

Character Sheet (Legacy)

Link/Embed