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Letho

Ranger 3 Class & Level
Soldier Background
Half-Elf Race
Chaotic Neutral Alignment

Strength 16
+3
Dexterity 12
+1
constitution 14
+2
intelligence 10
+0
wisdom 14
+2
charisma 10
+0
Total Hit Dice 3
Hit Die
1d10+2
+2 proficiency bonus
+5 Strength
+3 Dexterity
+2 Constitution
+0 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+1 Acrobatics
+4 Animal Handling
+0 Arcana
+5 Athletics
+0 Deception
+0 History
+2 Insight
+2 Intimidation
+0 Investigation
+2 Medicine
+2 Nature
+4 Perception
+0 Performance
+0 Persuasion
+0 Religion
+1 Sleight of Hands
+3 Stealth
+4 Survival
skills Armour
Light, Medium, Shields
Weapons
Simple, Martial
Tools
Dice proficiencies

 
11
Armor Class
23
Hit Points
+1
Initiative
30
Speed
WeaponAttackDamageNotes
Kapatki Tear 1d20+6 1d6+4 SlashingCan block as reaction - adding 1d4 to AC
Attacks
Languages

Common, Verani, Elvish
Proficiences
Spellcasting Attack Roll: +4

Spell Save DC: 12

In addition, you also know the following spells:

Protection from Evil and Good
Spellcasting
Kapatki Tear
Equipment
I've lost too many friends, and I'm slow to make new ones
Personality Traits
When people follow orders blindly, they embrace a kind of tyranny
Ideals
I'll never forget the crushing defeat my command suffered, or the enemies that dealt it
Bonds
I have little respect for anyone who is not a proven warrior
Flaws
Darkvision

You can see in dim light within 60ft of you as if it were bright light, and in darkness as if it were dim light.

Fey Ancestry

You have Advantage on Saving Throws against being Charmed, and magic cannot put you to sleep

Favoured Enemy

Verani

Advantage on Survival checks when tracking Verani patrols, and on Intelligence check to recall information about them. Gain additional +2 to damage rolls against the Verani

Monstrosities

Advantage on Survival checks when tracking monstrosities, and on Intelligence check to recall information about them. Gain additional +2 to damage rolls against them.


Favoured Terrain

Mountains

When in the mountains you and your group ignore difficult terrain. You cannot become lost unless by magical means. You have advantage on Survival checks to forage for food or hunt.

When in the mountains, you have Advantage on Initiative rolls. In addition, during the first turn in combat you have Advantage on attack rolls against enemies who have not yet acted.


Fighting Style: Duelist

While you are wielding a melee weapon in one hand, and no other weapons, you gain +2 bonus to damage rolls with that weapon.


Primeval Awareness

You can attune your senses to determine if any of your favoured enemies lurk nearby. By spending one uninterrupted minute in concentration, you can sense whether any of your favoured enemies are present within 5 miles of you. This reveals which of your favoured enemies are present, their numbers and their general direction and distance from you.


Monster Slayer

Hunter's Sense

You gain the ability to peer at a creature and using your experience and intuition, discern how best to hurt it. As an action, choose one creature you can see within 60ft of you. You immediately learn whether the creature has any damage immunities, resistances or vulnerabilities; and what they are.

You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses on a Long Rest.

Slayer's Prey

You can focus on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature within 60ft as your target. The first time each turn that you hit the target with a weapon attack, it takes an additional 1d6 damage from the weapon.
Features & Traits

Heroes Enabled

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

Kapatki Tear

Weapon

Rare

Light Finesse

The Kapatki Tear is a bright silver shortsword with a with a half-guard.


  • The weapon gives a +1 bonus to all attack and damage rolls

  • In addition, if the wielder is attacked, they can use their reaction to add 1d4 to their AC against the attack

  • If the resulting roll is a 4, as it is struck the blade pulses with light. The pulse of light deals 1d6 radiant damage to the attacker. If they fail a DC15 Constitution saving throw they are blinded for one round.


Type Damage Damage Range
Simple Melee 1d6+1 Slashing


Weight: 3lb

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

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)

Ensnaring Strike

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 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, Paladin (Oath of the Ancients)

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)

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


Created by

Goodoldegreig.

Statblock Type

Character Sheet (Legacy)

Link/Embed