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Olmlette Vorkathian

Hunter 9 Class & Level
outlander Background
Dragonborne Race
lawful nutrual Alignment

Strength 12
+1
Dexterity 16
+3
constitution 14
+2
intelligence 13
+1
wisdom 13
+1
charisma 9
-1
Total Hit Dice 10
Hit Die
1d10+2
+4 proficiency bonus
+5 Strength
+7 Dexterity
+2 Constitution
+1 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+9 Acrobatics
+1 Animal Handling
+1 Arcana
+5 Athletics
-1 Deception
+1 History
+1 Insight
-1 Intimidation
+5 Investigation
+1 Medicine
+1 Nature
+1 Perception
+1 Performance
+1 Persuasion
+1 Religion
+1 Sleight of Hands
+7 Stealth
+5 Survival
skills common dragonic goblin flute proficiencies

 
16
Armor Class
61
Hit Points
+3
Initiative
30
Speed
bow of banishment d20+7 1d8+3
Shortsword d20+7 1d6+3
Frost Breath d20+7 3d6
Attacks
1st level:
Ensnaring strike
Hunters mark
hail of thorns

2nd level:
Pass w/o a trace
spike growth
find traps

3rd level:
lightning arrow
prot. from energy

Spellcasting
staff, hunters trap, travelers cloths, studded leather armor, leather armor, dragon tooth necklace, 2 short swords, dungonearing pack, longbow, 80 arrows, 10 oil arrows,backpack, crowbar, hammer, 10 pittons, 10 torches, tinderbox, 10 days rations, waterskin, 50ft hemp rope, scroll of corden arrows, 4 greater health pots, Platinum and emerald quiver, Signet ring, Bow of banishment,
Equipment
favored enemy- (goblins, dragons) Favored terrain- (tundra, forrest) archery(+2 to to attack rolls with ranged weapons) primevil awareness, extra attack, horde breaker, multiattack defence, long rest spell switch, darkvision, land's stride
Personality Traits

Heroes Enabled

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

| 1d6+3 Frost Breath | d20 | 3d6 Long bow | d20 | 1d8+3+2 ]

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

Ensnaring Strike

1-level Conjuration

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

he next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.   While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Class(es): Ranger

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)

Hail of Thorns

1-level Conjuration

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

The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).

Class(es): Ranger

Cure Wounds

1-level Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S

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: 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): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

Level 2 Spells

Pass Without Trace

2-level Abjuration

Casting Time 1 Action
Range Self
Duration up to 1 Hour
Components V, S, M
Materials ashes from a burned leaf of mistletoe and a sprig of spruce

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Class(es): Druid, Ranger, Cleric (Trickery Domain), Monk (Way of Shadow)

Spike Growth

2-level Transmutation

Casting Time 1 Action
Range 150ft
Duration Concentration, Up to Ten Minutes
Components V, S, M
Materials seven sharp thorns or seven small twigs, each sharpened to a point

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.   The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Class(es): Druid, Ranger, Cleric (Nature Domain)

Spike Growth

2-level Transmutation

Casting Time 1 Action
Range 150ft
Duration Concentration, Up to Ten Minutes
Components V, S, M
Materials seven sharp thorns or seven small twigs, each sharpened to a point

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.   The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Class(es): Druid, Ranger, Cleric (Nature Domain)

Level 3 Spells

Lightning Arrow

3-level Transmutation

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

The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.   Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.   The piece of ammunition or weapon then returns to its normal form.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

Class(es): Ranger

Protection From Energy

3-level Abjuration

Casting Time 1 Action
Range Touch
Duration Concentration, 1 hour
Components V, S

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

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

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


Created by

Olm.

Statblock Type

Character Sheet (Legacy)

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