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Felderic Wilibald Took

Ranger 3 Class & Level
Folk hero Background
Halfling Race
C/G Alignment

Strength 6
-2
Dexterity 18
+4
constitution 14
+2
intelligence 11
+0
wisdom 15
+2
charisma 13
+1
Total Hit Dice 3d10
Hit Die
1d10+2
+2 proficiency bonus
+0 Strength
+6 Dexterity
+2 Constitution
+0 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+4 Acrobatics
+4 Animal Handling
+0 Arcana
-2 Athletics
+1 Deception
+0 History
+4 Insight
+1 Intimidation
+0 Investigation
+2 Medicine
+0 Nature
+4 Perception
+1 Performance
+1 Persuasion
+0 Religion
+4 Sleight of Hands
+6 Stealth
+4 Survival
skills 2 proficiencies

 
18
Armor Class
36
Hit Points
+6
Initiative
25
Speed
Rapier1d20+61d8+6
Longbow1d20+61d8+4
Gloom attack1d20+62d8+6
Attacks
Woodcarvers tools
Vehicles land
Proficiences
scale mail
rapier
shield
longbow
Arrows(20)
dungeoneers pack
set of woodcarving tools
shovel
iron pot
set of common clothes
belt pouch
Equipment
I am confident in my own abilities and do what I can to instill confidence in others
Personality Traits
there is no good in pretending to be something I'm not
Ideals
I worked the land, I love the land, I will protect the land
Bonds
there is no room for caution in a life lived to the fullest
Fool of a Took
Flaws
Halfling features
can reroll natural ones
advantage on saves vs fear
can move through larger creatures space
advantage vs poison

ranger features
favored enemy: Monstrosities
+2 dmg on hit, adv on tracking and recall

natural explorer: ignore difficult terrain, advantage on initiative, advantage on enemies that have not acted yet

spellcasting 1/2 caster

fighting style: dueling +2 dmg on handed melee weapon

primeval awareness: communicate with beats, detect favored enemies by concentrating for 1 min

Gloom stalker features:
dread ambusher: wis bonus to initiative, +10 ft movement for first round, one extra attack on first round 1d8 extra force

umbral sight: 60 ft dark vision, while in darkness you are invisible to dark vision
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.

Level 1 Spells

Basic Rules , pg. 233

Disguise Self

1-level Illusion

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S

Damage Type: Shapechanging
Saving Throws: None
Description: You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
 
 

Class(es): Bard, Sorcerer, Wizard, Artificer

Hunter's Mark

1-level Divination

Casting Time 1 Bonus Action
Range 90ft
Duration 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): Ranger, Paladin (Oath of the Vengeance)

Zephyr Strike

1-level Transmutation

Casting Time 1 Bonus Action
Range Self
Duration Concentration, up to 1 Minute
Components V

You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.   Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Class(es): Ranger, Paladin (Oath of the Ancients)

Absorb Elements

1-level Abjuration

Casting Time 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range Self
Duration 1 Round
Components S

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Class(es): Artificer, Druid, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

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Aslef101.

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