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Trym Fleetfoot

Ranger 5 / Rogue 1 6 Class & Level
Folk Hero Background
Human Race
NG Alignment

Strength 10
+0
Dexterity 18
+4
constitution 12
+1
intelligence 10
+0
wisdom 14
+2
charisma 10
+0
Total Hit Dice
Hit Die
1d+1
+3 proficiency bonus
+0 Strength
+4 Dexterity
+1 Constitution
+0 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+4 Acrobatics
+4 Animal Handling
+0 Arcana
+2 Athletics
+0 Deception
+0 History
+6 Insight
+0 Intimidation
+0 Investigation
+2 Medicine
+0 Nature
+4 Perception
+0 Performance
+0 Persuasion
+0 Religion
+4 Sleight of Hands
+6 Stealth
+6 Survival
skills

 
15
Armor Class
42
Hit Points
+4
Initiative
30
Speed
WeaponAttackDamage
Shortsword 1d20+4+3 1d6+4
Damaged Shortsword 1d20+4+3 1d6+4-2
Bonanza: Longbow 1d20+4+3 1d8+4
Daggers (x2) 1d20+4+3 1d4+4
Crocodile Tooth Dagger 1d20+4+3 1d4+4
Attacks
Languages: Common, Elvish, Dwarvish, Thieves Cant
Weapons: Light + Med Armor, Shields
Carving Tools
Proficiences
1324 GP
280 SP

Leather Armor (AC11)
Enchanted arrows:
  • Evocation x2
  • Divination x5
  • Abjuration x5
  • Conjuration x5
  • Transmutation x5
  • Illusion x5
  • Enchantment x5
  • Necromancy x1

  • Wood carving tools
    Equipment
    A woman of practicality and action. Social and adventurous.
    Personality Traits
    Sincerity. (Always be yourself)
    Ideals
    Family. Symbolized by my woodcarving.
    Bonds
    Blunt as a spoon.
    Flaws
    Rustic hospitality
    Favored Enemy: Beasts
    Natural Explorer
    Two Weapon FIghting
    Sneak Attack (1d6)
    Primeval Awareness
    Colossus Slayer
    Features & Traits

    Heroes Enabled

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

    DnD 5e SRD SRD

    Shortsword

    Melee Weapon Finesse, Light Common

    Type Damage Damage Range Properties
    Martial 1d6 Piercing Finesse, Light

    Cost: 10 gp Weight: 2 lb


     

    Dagger

    Weapon Secondary weapon   Stance: Dual Wielding Common

    Type AC STR Req. Stealth Dis. Properties
    None Dex 8
    Type Damage Damage Range Properties
    None 1d4 Piercing 5ft Secondary weapon   Stance: Dual Wielding

    Cost: 200


     

    The statblocks of your class features

    Ranger


    Hit Points

    Hit Dice: d10 per Ranger level
    Hit Points at first Level: 1d10
    Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier

    Proficiences

    Armor: Light armour, medium armour, shields
    Weapons: Simple weapons, martial weapons
    Tools: None
    Saving Throws: Strength, Dexterity
    Skills: Choose three from Animal Handing, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

    Starting Equipment

    (a) scale mail or (b) leather armour (a) two shortswords or (b) two simple melee weapons (a) a dungeoneers pack or (b) an explorers pack a longbow and a quiver of 20 arrows


    Spellcasting

    By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells much as a druid does.

    Rogue


    Hit Points

    Hit Dice: d8 per Rogue level
    Hit Points at first Level: 1d8
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

    Proficiences

    Armor: light armour
    Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
    Tools: Theives guild
    Saving Throws: Dexterity, Inteligence
    Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Slight of Hand, and stealth

    Starting Equipment

    You start with the following equipment in addition to the equipment gained from your background   (a) a rapier or (b) a short sword (a) a short bow and quiver of 20 arrows or (b) a shortsword (a) a burglars pack or (b) dungeoneers pack leather armour, two daggers, and thieves tools

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Human

    Ability Score Increase Your ability scores each increase by 1
    Size Medium
    Speed Your base walking speed is 30 feet.

    Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 1 Spells

    Players Handbook Page 230

    Cure Wounds

    1-level Evocation

    Casting Time 1 action
    Range Touch
    Duration Instant
    Components V (A verbal component is a spoken incantation), S (A somatic component is a measured and precise movement of the hand)

    A creature you touch regains a number of Hit Points equal to 1d8 + your Spellcasting Ability modifier.   This spell has no effect on Undead or constructs.
    At higher levels: At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, the Healing increases by 1d8 for each slot level above 1st.

    Class(es): Bard, Cleric, Druid, Paladin, Ranger

    PHB

    Hunter's Mark

    1-level Divination

    Casting Time 1 Bonus Action
    Range 90 feet
    Duration Concentration, Concentration, up to 1 hour
    Components V

    You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
    At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

    Class(es): Paladin, Ranger

    Weapon Attack Damage+ 1d6

    PHB pg 231

    Detect Magic

    1-level Divination (ritual)

    Casting Time 1 Action
    Range Self
    Duration Concentration, Up to 10 minutes
    Components VS

    For the duration, you sense the presence of magic within 30 feet of you. If you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Class(es): Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

    Level 2 Spells

    Find Traps

    2-level Divination

    Casting Time 1 Action
    Range 120ft
    Duration Instantaneous
    Components V, S

    You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the Alarm spell, a Glyph of Warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.   This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

    Class(es): Cleric, Druid, Ranger, Sorcerer (Divine Soul)

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


    Created by

    ReverseG.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed