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Iyrasil "Iyra" Ardonar

Wayfinder (Explorer) 5 Class & Level
Inheritor Background
High Elf Race
Lawful Neutral Alignment

Strength 16
+3
Dexterity 14
+2
constitution 15
+2
intelligence 15
+2
wisdom 11
+0
charisma 7
-2
Total Hit Dice 5
Hit Die
1d12+2
+3 proficiency bonus
+3 Strength
+5 Dexterity
+2 Constitution
+5 Intelligence
+0 Wisdom
-2 Charisma
saving throws
+2 Acrobatics
+3 Animal Handling
+2 Arcana
+3 Athletics
-2 Deception
+5 History
+0 Insight
-2 Intimidation
+2 Investigation
+3 Medicine
+2 Nature
+3 Perception
-2 Performance
-2 Persuasion
+2 Religion
+2 Sleight of Hands
+2 Stealth
+3 Survival
skills Culture (INT): +5 proficiencies

 
16
Armor Class
50
Hit Points
+2
Initiative
30
Speed
+1 Longsword 1d20+7 1d8+4
Longbow 1d20+6 1d8+3
Dagger 1d20+6 1d4+3
Attacks
Armor: Light armor, shields
Weapons: Simple weapons, longswords, rapiers, scimitars, shortswords, whips, longbows
Tools: Cartographer’s Tools, Healer's Kit, Crumhorn
Languages: Common, Elvish, Hand Signs, Celestial, Halfling

Proficiences
Minor Illusion

Spellcasting
0 PP | 85 GP | 0 SP | 0 CP
-----------------------------------
Studded Leather
Shield
Explorer's Pack (Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, a waterskin, and 50 feet of hempen rope)
Cartographer's Tools
Healer's Kit
Crumhorn

Equipment
I judge people by their actions, not their words. I'm confident in my own abilities but don't always project that confidence.
Personality Traits
Sincerity. There's no good in pretending to be something I'm not.
Ideals
I strive to maintain and expand my grandfather's map collection so our family will be remembered.
Bonds
I am prideful and arrogant when it comes to my area of expertise.
Flaws
Landscape Feat: Healer
Silent Speaker
Stoic Teacher
Polyglot
Frontier Medicine
Feat: Savage Attacker
Extra Attack

Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Longsword

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Martial 1d8 / 1d10 Slashing Versatile

Cost: 15 gp Weight: 3 lb


 

DnD 5e SRD SRD

Longbow

Ranged Weapon Ammunition, Heavy, Two-Handed Common

Type Damage Damage Range Properties
Martial 1d8 Piercing 150/600 ft Ammunition, Heavy, Two-Handed

Cost: 50 gp Weight: 2 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Studded Leather Armor

Light Armor Common

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Type AC STR Req. Stealth Dis. Properties
Light 12 + Dex Modifier

Cost: 45 gp Weight: 13 lb


 

DnD 5e SRD SRD

Shield

Shield Common

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Type AC STR Req. Stealth Dis. Properties
Shield +2

Cost: 10 gp Weight: 6 lb


 

Explorer's Pack

Adventuring Gear Common

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.

Cost: 10 gp Weight: 59 lb


 

dnd 5e

Healer’s kit

Generic Variant Common

10 use's automatic succes on Medicine only for stabilizing

Cost: 5gp Weight: 3lb


 

The statblocks of your class features

Wayfinder


Hit Points

Hit Dice: d12 per Wayfinder level
Hit Points at first Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier

Proficiences

Armor: Light Armor & Medium Armor
Weapons: Simple Weapons, Longswords, Rapiers, Scimitars, Shortswords & Whips
Tools: Cartographer's Tools & Navigator's Tools
Saving Throws: Constitution, Intelligence
Skills: Choose 4 from Acrobatics, Animal Handling, History, Insight, Investigation, Medicine, Perception, Stealth, Survival, and Religion/Culture

Class Features

Landscape Feat: At 1st level, you gain an extra feat that you can change based on the environment around you. Whenever you complete a long rest, you may change one of your landscape feats to one that matches the landscape you are currently in. Your chosen feat continues to work even if you move out of the associated landscape. At level 9, you get a second landscape feat.  

  • Arctic: Durable
  • Coastal: Keen Mind
  • Desert: Observant
  • Forest: Skulker
  • Grassland: Mounted Combatant
  • Mountain: Athlete
  • Swamp: Mobile
  • Underdark: Alert
  • Urban: Tavern Brawler
  •   Silent Speaker: Through your travels, you’ve learned to communicate with those who don’t share your language using non-verbal means. At 1st level, you gain proficiency with the Hand Signs language. Additionally, as a bonus action, you can use a free hand to relay a message of 6 words or less to any creature you can see. To understand the message, the creature must be able to see you and must speak at least one language.   Frontier Medicine: By 2nd level, you’ve learned various methods of improvised healing. When you make a successful Medicine check to stabilize an unconscious creature, that creature also gains hit points equal to 1d8 plus your Wayfinder level. Once you use this feature, you must complete a short or long rest before you use it again.   Stoic Teacher: At 2nd level, you’ve gained enough experience with your feats that you can teach them to others. At the beginning of a long rest, you can choose one creature friendly to you to share the benefits of one of your feats. They must meet any prerequisites for the feat, they cannot already know the feat, and they must choose the same options you did for any choices that feat allows. At levels 7 and 14, you can teach a second and then a third feat this way.   Wayfinder Vocation: At 3rd level, you choose your Wayfinder’s vocation: Arcane Collector or Explorer. Both are detailed at the end of this class description. Your choice grants you features at 3rd level and again at 6th, 11th, and 18th level.A   Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.   Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Rugged Endurance: At 7th level, you’ve been hardened to the damaging effects of weather and other common travel hazards. As a result, you have advantage on Strength, Dexterity, and Constitution saving throws against effects that deal Acid, Cold, Fire, or Poison damage. Additionally, you recover from an extra level of exhaustion after a long rest.   Fight Dirty: At 10th level, you’ve become adept at adding insult to injury in fights. When you make a weapon attack, you can use your bonus action to choose one of the following options based on your weapon’s properties. The DC to avoid the effect is equal to 10 + your Intelligence modifier. If the attack is a critical hit, the target automatically fails the save.
    • If your weapon has the reach or heavy property, you can use it to trip your enemies. The enemy must succeed on a Dexterity saving throw or be knocked prone.
    • If your weapon has the finesse property, you can use it to disarm your enemies. The enemy must succeed on a Strength saving throw or drop a held weapon of your choice that isn’t heavy. The weapon is thrown 10 feet away to the side you choose.
    • If your weapon has the thrown property, you can strategically target pressure points and vulnerable areas, causing your enemies to flinch. The enemy must succeed on a Constitution saving throw or its speed is halved during its next turn.
    Reliable Talent: By 13th level, you have refined your chosen Skills until they approach perfection. Whenever you make an ability check that lets you add your Proficiency Bonus, you can treat a d20 roll of 9 or lower as a 10.   Just a Scratch: Even at 15th level, you aren’t the most skilled fighter around, but you can take bigger hits than your adversaries. After a single source deals damage to you greater than half your maximum hit points, you can use your reaction to gain temporary hit points equal to twice your Wayfinder level.   Improved Rugged Endurance: At 17th level, your Rugged Endurance feature now allows you to automatically succeed on Strength, Dexterity, and Constitution saving throws against effects that deal Acid, Cold, Fire, or Poison damage. Additionally, you recover from all levels of exhaustion after a long rest.   Seen it All: By the time you’ve reached 20th level, you’ve dealt with every challenge the road can throw at you and come out the other side stronger for it. You are immune to the Frightened, Poisoned, and Stunned conditions.


    Starting Equipment

    You start with the following equipment, in addition to the equipment granted by your background:   (a) a scimitar or (b) a shortsword   (a) a dagger or (b) a whip   (a) a diplomat’s pack or (b) an explorer’s pack   Leather armor   A map of the local area   3d6 x 10 GP


    Subclass Options

    Arcane Collector

      Means of Travel: When you choose Arcane Collector as your Wayfinder vocation, you gain proficiency with one of the following: Land Vehicles, Water Vehicles, or Air Vehicles.   Ambush Breaker: At 3rd level, your experience looting long-protected treasures has fostered an intuitive ability to predict traps and ambushes. You are proficient with Dexterity saving throws made to avoid traps and Intelligence (Investigation) and Wisdom (Perception) checks made to find them. Additionally, enemies provoke an opportunity attack from you if they attack you before initiative is rolled.   Eye for Treasure: By 6th level, your travels have made you an expert at identifying artifacts. Choose an item you can see within 30 feet of you and make an Intelligence check, adding your proficiency bonus. Based on the result, you learn the corresponding information on the list below.
  • Five less than the DC or lower: You learn nothing.
  • At least five less than the DC: You learn minor information like the item’s culture of origin and the materials it is made of, including if it is silvered or adamantine.
  • Equal to or greater than the DC: In addition to the above, you learn and a full description of the item’s effects equivalent to the spell Identify.
  • At least five more than the DC: In addition to the above, you learn significant information about the item equivalent to the spell Legend Lore.
  •   Treasure Wielder: At 11th level, you gain an additional attunement slot and ignore attunement prerequisites that are class or spellcasting-based. Additionally, you are immune to curses from magic items and the spell Bestow Curse.   Attunement Master: At 18th level, you can attempt to break another creature’s attunement to one of their items and claim it as your own. As an action, you may touch that item and contest Constitution with that creature. If you win, you instantly attune to that item if you have an available attunement slot.  

    Explorer

      Polyglot: When you choose Explorer as your vocation, you gain two additional language proficiencies.   Map Enhancements: At 3rd level, you’re able to imbue your maps with minor magical effects. Your maps cannot be damaged by water or fire. As an action, you can alter the lines and text of your map to form a simple image or up to a page of text. You can dismiss this alteration at any time, returning the map to its original form.   Cartomancy: Your experience with maps allows you to use them a means of casting spells. You must use a map as the arcane focus for spells you cast with this feature and your spellcasting ability is Intelligence. The range of these spells becomes any point at ground level on your map. You must be in a location that’s represented on your map in order to cast spells with that map.   At the end of a long rest, choose two options from each Cartomancy level you have access to. For the rest of the following day, you can cast each of these spells once per short rest. Spells cast with the map immediately end if the map is destroyed.   Level 6: Map of Finding: You cast the spell Locate Object. The object’s location at the time you cast the spell appears on your map while you’re maintaining concentration. Map of Lighting: You cast the spell Darkness or Daylight. Map of Quaking: You cast the spell Earth Tremor at 3rd level. Map of Surveillance: You cast the spell Clairvoyance. The sensor appears 5 feet above the point you chose.   Level 11: Map of Stalking: You cast the spell Locate Creature. The creature’s location at the time you cast the spell appears on your map while you’re maintaining concentration. Map of Stinging: You cast the spell Insect Plague at 6th level. Map of Navigation: You cast the spell Find the Path. The shortest path to your destination also appears on your map for as long as you maintain concentration. Map of Teleportation: You cast the spell Teleport. If you’ve never been to the area before, merely seeing it on your map counts as having a description of the area for the purposes of determining familiarity.   Greater Cartomancy: Starting at 18th level, you gain another two map spells, increasing your total to six. You can now choose any combination of map spells regardless of their level and can also incorporate new spells into your maps by copying down spell scrolls. You cannot use your map to cast spells with a range of self or touch unless they have an area of at least 15 feet.


    LevelXPProficiency BonusAbilities
    10+2Landscape Feat & Silent Speaker
    2300+2Stoic Teacher & Frontier Medicine
    3900+2Wayfinder Vocation
    42700+2Ability Score Improvement
    56500+3Multi Attack
    614000+3Subclass Option
    723000+3Rugged Endurance & Improved Stoic Teacher
    834000+3Ability Score Improvement
    948000+4Second Landscape Feat
    1064000+4Fight Dirty
    1185000+4Subclass Option
    12100000+4Ability Score Improvement
    13120000+5Reliable Talent
    14140000+5Improved Stoic Teacher
    15165000+5Just a Scratch
    16195000+5Ability Score Improvement
    17225000+6Improved Rugged Endurance
    18265000+6Subclass Option
    19305000+6Ability Score Improvement
    20355000+6Seen it All

    Healer

    You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

    • When you use a healer’s kit to stabilize a dying crea- ture, that creature also regains 1 hit point.
    • As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s max- imum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.

    Savage Attacker

    Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.

    Statblocks for your familiars, mounts etc.

    SRD

    Riding Horse

    Large beast, unaligned
    Armor Class 10
    Hit Points 13 2d10+2
    Speed 60ft

    STR
    16 +3
    DEX
    10 0
    CON
    12 +1
    INT
    2 -4
    WIS
    11 0
    CHA
    7 -2

    Senses passive Perception 10
    Challenge 1/4 (50 XP)


    Actions

    Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 2d4+3 piercing damage.


     

    Statblocks for race/species of the character.

    High Elf

    Ability Score Increase +2 Dex, +1 Int
    Size Medium
    Speed 30ft.

    Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see to 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.   Keen Senses.You have proficiency in the Perception skill.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.   Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The common word for such meditation is "trance.") While meditatiog, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.   Elf Weapon Training. You have proficiency with the longsword, shortsword, longbow, and shortbow.   Cantrip. You know one Cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

    Languages. Reikspeil (Common), Eltharin (Elven), one extra language of your choice.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Minor Illusion

    0-level (Cantrip) Illusion

    Casting Time 1 Action
    Range 30ft
    Duration 1 Minute
    Components S, M
    Materials A bit of Fleece

    You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.   If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.   If you create an image of an object — such as a chair, muddy footprints, or a small chest — it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

    Class(es): Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Monk (Way of Shadow), Rogue (Arcane Trickster)

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


    Created by

    cmmebstd.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed